O'l Andem
The Big Ol Andem Wiki

O'l Andem

World overview
O'l Andem is the eastern continent of Tol Avathar. In the aftermath of the Dragonborn/Mainland war, an unstable peace has taken root. With the dragonborn, no longer a realistic enemy to the mainland, people await what happens next.

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Report Date
04 Dec 2025

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Report Date
10 Aug 2022

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1 Angry Boi

A redcap working for Ansarus Idel

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Aaliyah

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Adventurer/Mercenary

Is the generic title given to traveling troupes or individuals that take on various tasks. These professions are often highly paid due to the tasks often dangerous nature. It is a high risk high reward job that requires either several members with spesific abilities or a single individual with a diverse range of skills.   These groups often have a nomadic living situation, traveling the world and sleeping in local taverns or under the sky. Some bands of mercenaries or adventurer tropues reach fame within certain cities or areas and monuments to their deeds can be found throughout O'l Andem.

Career

Qualifications

It is not an official title and all that is needed to be refered to as an adventurer or mercenaries depends on the reputation the individual has. Once you have helped and or completed enough tasks, you might become known as an adventurer.

Career Progression

Most adventurers die horrible deaths cold and alone. The median age for an adventurer is 28 years old. If you somehow manage to beat the statistic your career hopefully ends as soon as possible as after completing some high risk jobs you will have neough gold to live comfortably for the rest of your life.

Aged Ebony Blackwood

This expensive and luxurious wood type only grows underneath the mountain range of the backbone. It is harvested and sold by the Black Steel Hills, it is a heavily controlled material and its seeds are illegal to sell. The Council of The Black Steel Hills has through the ages held monopoly over the trees and private markets are quickly extinguished. Seeds and the wood itself are seldom found in and around black markets due to the states heavy guarding.    The wood is used in military vehicles and weapons and a single plank can be worth up to 1000 gold pieces depending on how long it has been aged. This is because the wood becomes hardened over time and becomes more resilient to fungus and mildew.
Odor
Slightly Earthy
Color
Black

Ai-Farrai

Is a small Tabaxi settlement which is located near the mountains of The Willowwoods and The Willowed Run. It is exemt from world politics and thrive off of hunting and fishing. The inhabitants are described as welcoming and curious often asking questions at length about travelers and visitors. The settlement is run by a single chieftan (Harsh but Fair) that oversees and govern. The rules are fairly lax and there are seldom any crime, caviat the five finger discount nature of Tabaxis in general.

Demographics

99% tabaxi with the rare humanoid on long term visits.

Geography

The surrounding woodlands and riverlands creates a good source of food and water. The flora and fauna are lush with berries, deer, bears, elk, foxes and many more. The land is however quite hard to navigate do to the large amounts of rivers within the forest. The rivers are harsh and the streams strong making crossing them dangerous. The tabaxi however seem to not be bothered by this and they have an intricate systems of logs, tunnels and hidden bridges that help them navigate.
Type
Town
Population
1374
Inhabitant Demonym
Farraians

Alder Child of the Broken

Alder is an older, balding white haired man who works for the Children of the Broken.

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Alhem

Former wyvern rider. Tells tall tales from her years in the army. Silver Dragonborn. Freedom fighter

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Alkaline

Allucard

Owner of the Boney Bar. A halloween themed bar

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Allus Amstar

Large 2.05 meter tall old man clad in golden robes with pure white hair. Lord of house Amstar and a powerful entity within Reun.

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Amaren

Based in the Maidfair Woodlands south of the Glistening Expanse, Amaren Is the only elven city in the Reunian region. This Woodelf city lies hidden within the forest so few have managed to visit them and even fewer return to tell the tale. Those few who tell tales of Amaren use terms like, utopian, paradise, and wonderland. It is said that Amaren is bereft of crime, starvation, and pestilence, and take care of all those who live within. Their covert existence has led to a lack of communication with other nations, and they have been absent in all world meetings. They have no formal enemies or allies and has never been involved in any historic or military event as far as the recorded history goes.    Those who have interacted with the elves tell tales of uncommon family units containing multiple partners, convoluted family lines and large multifaceted relationships that span both sex and age. It has been extremely confusing for visitors that have tried to map out families as they are spread far and wide within the city.

Government

Amaren is said to be a Theocracy, led by the high priest of Mielikki. Though not a lot is known about their religious beliefs or theological ideologies, those who have visited recall a rather lacking government structure, no police, or bureaucracy of any kind. There are gatherings in the center of the forest where they weekly commune with Mielikk and gain her knowledge and wants.

Assets

There are no stores, farms, or artisans buildings in Amaren, as the elves don't need much more than they already innately have. The city has a ridiculous surplus of food, water, and living space, and most capitalist ideals seem to be foreign to them. "When asked about production and export the high priest tilted his head in confusion." reads an excerpt from famed historian Gillian Greatwrist.

Architecture

Amaren is made up of treehouses, not built but purposefully grown into living areas. The elves of Amaren seem to have full control over plants, trees, and animals. The city is ever-changing and no two accounts are the same, which seems to indicate that both the houses and general structures of the space are alive. Those who have visited Amaren tell of grand treehouses integrated and attached by vines and bridges of growing branches that flow and move with the elves. Doors and elevators move at the whim of its inhabitants. Large flush flora and fauna both occupy the same living area and pay no attention to the elves.
Alternative Name(s)
The Gem of Treelife
Type
Town
Population
50000 rough estimate

Amber Oaktwain

Sturdy dwarf woman with long red hair and a long bushy red beard.

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Amber Sulthart

Scientist working with the Blacklung Pact. Helped analyze the oil used at the refinery.

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Angry Dwarven Woman

Accused Triandra of sleeping with her husband in her dream

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Arcanist

An Arcanist is a person that is hired to fix supernatural problems like hauntings and rifts in reality. More often found in larger cities these specialists are usually scholars or sages that have studied the arcane arts under a master or mentor for many years. The profession requires full knowledge of all things supernatural and the ability to think on your feet. Arcanists are well paid by both private customers and the crown, and the presence of one in a city will increase its appeal to merchants, traders and nobility.

Career

Qualifications

Though there is no required education to be an Arcanist, it is usually a plus to be trained by a mentor with a good reputation. Arcanists are often self-employed and sell their services to the highest bidder, they thrive off of reputation and respect, so a bad Arcanist may only to be able to find cheap work.

Career Progression

Usually, an Arcanist starts off as a student under a mentor or master, after about seven years of study a student officially gain the title Master of whatever they studied.

Other Benefits

Fame and fortune. A well-liked Arcanist is welcome in any city and will have an easy time finding worthwhile work. Oppertunities to get close to the crown may be imminent as rulers will employ Arcanists to deal with lesser problems when their Archmage is unable to. It can also be a stepladder to become an Archmage in a city when the former dies or retires.

Arcanist Wizard Subclass

Banish the Unnatural Wizards study for a long time, most spend the hours of the day in libraries or within study halls writing theories or expanding their knowledge of certain schools of magic. The Arcanist however start out as amateur practitioners of the arcane trying out their control over the arcane in real life practical situations. Though some Arcanist come from professional backgrounds with training and the likes, alot just stumble their way through the early stages of learning their craft and end up traveling the countryside helping the common folk with arcane problems, rising in rank and prestige as they get better at their job. Arcanist often specialize in destroying supernatural entities or closing dangerous rifts to other dimensions.   Conditions of the Road After stumbling through the early parts of mastering the arcane, starting at 2nd level when you pick this subclass, the time it takes to copy any wizard spell is halved as you are used to writing fast and on the go.   Your makeshift arcane understanding gives you the ability to copy spells from other spell lists. When you find a scroll or book containing a spell from another class you can spend double the normal time and gold to copy it into your wizards tome. You cannot gain spells from other classes through the two free spells you gain when leveling up. These spells are harder to memorize and understand for you so you can only have a number of them equal to your proficiency bonus, but can overwrite them with another spell losing the old spell forever but gaining the new one instead.   Beware the Metaphysical Starting at 2nd level you learn the Protection from Good and Evil if you don’t already know it and can cast it once without expending a spell slot. Once you do so you can’t do so again until you finish a long rest.   Be Gone Foul Creature Starting at 6th level you gain the ability to turn lesser otherworldly creatures. All creatures from other planes within 30 feet of you must make a wisdom save or become frightened for 1 minute. Once you use this feature you must finish a long rest until you can do so again.   Denounce the Summoned Starting at 10th level you gain the ability to cast summoned creatures back to their home plane. When a creature within 60 feet summons a creature you can use your reaction to close the rift immediately stopping the creature from entering. Once you have used this feature you regain this ability when you finish a long rest.   Additionally you can spend 10 minute of time using your action and concentration to close a rift or portal.   Smite the Unholy Starting at 14th level you have become adept at ending battles before they even start. When casting a spell of levels 1st, 2nd or 3rd you can choose to also cast a cantrip.

Argh Undt Argh

Argh Undt Argh (or Blood and War), can also be translated into War and Honor and several other translations, as the word Argh is less of a word and more of a feeling.   Northern Stronghold of the Orcish Empire
(formerly a Baltican Empire city)  

Overview:


  Argh Undt Argh is the symbolic northern horn of the Orcish Empire, a city taken by siege during the mainland–dragonborn war. Its original Baltican foundations remain partially visible beneath layers of orcish reinvention. Stone walls have been gutted and replaced with fortified timber scaffolds, wind-leathered banners, and great communal fire pits that serve as town squares.  

Government & Politics:


  While the Empress rules from Umban Thak, Argh Undt Argh serves as a council bastion. A loose assembly of house heads resides here, particularly those from more northern clans. These patriarchs and matriarchs often issue challenges to imperial edicts in grand duelling arenas before crowds of thousands.
Duelling here is ritualized but public. The Hall of the Karth’pa, a long timber structure at the city’s heart, holds records of every sanctioned duel and blood feud, marked in ochre and ash.  

Trade & Exports:

  Monstrosity hide leather from the surrounding forests dwelling beasts   Ironbark timber used in Chi’Lu forging   Preserved Aridell game   Chi’Lu bladecrafters renowned throughout the empire  

Cultural Features & Landmarks:

  The Split Moon Arena: Where high-stakes political duels are held. The sand is stained with centuries of blood, and no voice is louder in Argh Undt Argh than its spectators.   The Boneflame Hearth: A vast communal bonfire fed with the bones of defeated duelists. Keeping it burning is an honor passed down through warrior bloodlines.   The Black Antler Market: Known for its hunting gear, smoked meats, and bartered animal spirits.
Alternative Name(s)
Blood and War
Population
90 000

Argyn Valdir of Godsblood, The emperor of the Baltican empire

Argyn Valdir was a mighty and stoic emperor known for his tactical genius, bloodhungry nature, and folly filled hubris. He is still to this day recounted as being the elite image of peak Dragonborn performance. Before the Baltican war, Argyn was a high ranking officer in the Chromatic army and carried out many war crimes against the enemies of the Wild-Fire Isle. He was known for both being talented and smart in the art of warfare. His tactical prowess propelled him unto the council of 12. He staged a mutiny resulting in the executions of the 11 other members and claimed himself emperor. Afterward, he declared war on the whole of O'l Andem easily sweeping large parts of Aridell. Their lack of structure and military power made them easy targets.   After his death by the betrayer Brualix the Right-hand, the Baltican Empire quickly fell at the hands of the coming orcish forces. There are several monuments to the great emperor scattered around Wild-Fire Isle.
Children

Arhma Appleton

Middle aged halfling farmer who moved to Hillsted to escape his past troubles. Speaks highly of Hilsted and Leylan.

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Asamat Bagatov

Exhana's assistant. Spellcaster. Copper dragonborn.

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Astronomy and Cosmology

Cosmology within O'l Andem is a complicated and contecious subject. Researchers and arcanists are continously trying to sort out what lies beyond the material. Many astronomers believe that the far away sky is a mirror to the Astral plane and that the celestial bodies that are visible to the naked eye are that of homeworlds beyond in the infinite of the Astral Sea. Some astronomers reject this idea and claims that the astral sea is a different plane all together not tied to the material at all and that the material plane is infinite. Some thelogians go a different route and claim that what we are seeing is the remnants of the godswar in the first and second age.   Astrology within O'l Andem is just as complicated as Cosmology, however when it comes to the celestial bodies most agree on the visibilty and paterns of the sky. There are three moons visible from O'l Andem. Astra (Beyond), Fhestra (Flame), Celestia (Celestial). Astra has a blue tint to it and orbits the visible sky the fastest on a 28 hour span. Phestra has a red tint to it and was named by the dragonborn, it has a slower path only making a full orbit in three years. Celestia has a golden tint to it and orbits every 16 years. Every 272 years all the moons align in the sky for three hours which has the recorded effect of boosting magical essence. It is believed that on this day the weave is the closest to the material plane and access to its power is increased. Why this is, is unkown.   It is believed that the reason the sky has a blue tint is because of the weave. Weavic Resin has a blue tint to it and so it is beleived that the sky is a mere reflection of the weave.   Other clestial bodies in the sky is the starscape, which contains millions of celestial bodies. Humanoids have made theories, myths and stories about the different phenomena. The Dragonborns believe that there are starscapes that align to create dragonforms in the sky and that these signal the souls of ancient dragons. The same counts for humans seing symbols of their gods in the sky or concepts like time in the form of an hourglass. One of the most known astrological signs is a sign which include the specific position of Fhestra which align with stars to create what can be construed as a large red headed dragon. This is called Tiamats soul.

Axim

Half orc Drowned guard. Attacked the party and helped kill Torcoll

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Baby Elm

Baby Elm is the baby found at the burnt down farmstead. the baby was cared for by Krom for two days until it was sold to Braalin Mountainbeak

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Baeris Werringtons Unbroken Vanguard

A large part of the Halfling Merchants Association is their connection to the Baeris Werringtons Unbroken Vanguard, a merciless mercenary guild that is well worth their ridiculous price tag. Mostly consisting of Griff these giants are well armed to carry out whatever is needed of them. Their hierarchic nature makes them loyal and willful, to the point of ignorance. They are perfect for wars, lesser scale rebellions, or smaller excursions. Baeris Werrington was the founding member of this guild and named it after himself. There are about 300 Griff serving in this regiment

Balbalar

Bardell

Bardell used to be a mining encampment created by Loudwater to expand their natural resources. As Loudwater grew bigger and expanded their territory they needed both more stone, metals and gemstones - and so Serpentine was created. Being so close to dwarven territory meant that a military encampment was needed and so the once small mining town expanded. Housing both an army and a mining facility gave necessity for more skilled and low skilled laborers and so news of new business opportunities and lots of jobs spread along the coast. People flocked to the city and Bardell grew considerably. It now houses over 40 thousand citizens and has a symbiotic trade route with Reun.   There was never any squabble with the dwarves of Black Steel Hills and after a non aggression pact was created between Loudwater and Black Steel Hills the army was relocated to The Passing. The barracks have been repurposed as barracks for miners, masons and the likes.

Demographics

Bardell houses a mix of both Humans, Dwarves, Gnomes and Halflings. Not to say there are no other races within the city, but they are fewer in number.

Infrastructure

The Gray-minster Laboratories is a sub section of the Ivory halls of Ivy that focuses on different minerals within the science of alchemy.    The Serpentine Mines is the original mining settlement that extracts resources for use in Loudwater  ever expanding metropolis.
Alternative Name(s)
Serpentine
Population
43000
Location under

Bareil

A Bareil is the spiritual leader of the Yondalla religion Omakka. A Bareil is to lead the people of the religion through hardship and adversity. The Bareil is chosen by Yondalla herself through a ritual conducted by the twelve Ulitzh , where they take fruit from the Kaien Cornucopia. The Ulitzh that pulls a golden Seamfruit is appointed Bareila and chooses his Ulitzh replacement.

Qualifications

Must be an Ulitzh of Halfling decent

Duties

A Bareil oversees the twelve districts and has jurisdiction over the twelve Ulitzh. Any Ulitz can be dismissed by the Bareil for any reason whatsoever. A Bareil is the official spokesperson for Yondalla and mediates her wants and needs to the people.

Accoutrements & Equipment

Simple robes, intricate ornate earrings, and piercings.

Grounds for Removal/Dismissal

Can only be removed by Yondalla herself.
Type
Religious, Clerical
Alternative Naming
High Priest of Yondalla
Length of Term
Until Death
Related Locations

Barlion Shroomcrest

Professor (a.k.a. Bumblebee)

This elderly human man is the head of the Alchemist Division in the Galloway University. Known for his lighthearted manner, bumbling personality, and everlasting love of all things corrosive, this professor is loved throughout the university and can often be found helping students after hours with tasks and exams. As one of the more outspoken professors, Barlion was heavily in favor of the Freedom of Religion act that prohibited legal action against the likes of heresy, and criticism of gods and religions. Barlion has through his time at the university managed to create several well-known concoctions such as; The Rust Monster Repellent, Alluring Aroma, and The Liquid Light.    Barlion Shroomcrest has worked in conjunction with the Ivory Halls of Ivy to work on a more potent healing potion, to make smaller potions both cheaper and better, and to be able to mass-produce these for commercial use. Though they have not yet succeeded in their goals, they have gotten closer.
Current Location
Age
68
Children
Gender
Male
Eyes
Greenish brown
Hair
Scarce, white, and unkempt
Skin Tone/Pigmentation
White
Height
5.2
Weight
127kg

Benjamin

Elderly man in Riverview who was a reason for Father Elijah finding Torcoll and Medella

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Beolin Beardback

Stocky female dwarf blacksmith with a short black redish beard.

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Betheriel

Location: South western Wild Fire Isle
Former Population: Estimated 70,000 during the height of the Dragonborn Empire
Current Status: Abandoned; ruins picked clean on the surface, deeper chambers remain sealed and dangerous
Known Dangers: Collapsed infrastructure, lingering arcane traps, and territorial scavenger bands
  Once the jewel of inland dragonborn architecture, Betheriel was a city of brutalist industrial design. With its Ubermench attitude towards high born the floating island that now lies scattered against the middle of the ruins.
Betheriel was once a titan of industry and efficiency, and its cut-throat pragmatic, make due design echoes this.   When the Dragonborn Empire fell so did its cities, both environment and enemy forces took its toll and what once was now lies in ruin. Today, Betheriel is cracked open like an egg. The labs were raided, the scriptures burned, the people broken. The wind that moves through Betheriel smells of sulfur and despair. Lodged beneath stone, dirt and steel still lie undiscovered parts. Chambers deep within hold secret and treasure, but none can access.

Beware the Garden Gnome

Beware the Garden Gnome is a grim childrens tale that dims the light in many a family home. A cautionary tale about wandering into the unknown woods the main character Jahle finds herself lost without company, food nor direction. The book contains a rough description of the Red Caps, referred to as Garden Gnomes, which many actual gnomes find offensive. The story ends with Jahle getting stuck inside a hollowed out tree trying to hide from the Garden Gnomes. The cold weather and lack of food slowly kills her and the tale describes her final moments in grim detail.

Binding Tether

Binding Tether 3rd level Tethergy spell   Casting Time: 1 action Range: 30 feet Components: V.S.M Duration: 1 minute (Concentration)   Description   You create an ethereal chain between two creatures of your choice linking their Pneumatic Energy together. Both creatures must succeed on a Wisdom saving throw or be linked to the other creature, if one creature fails the spell fades even though one creature succeeded. A creature can choose to fail this save. Creatures linked by this spell share all damage and healing over the course of its duration, so if one creature would receive 10 cold damage, the creature linked to it would receive the same amount of cold damage. If a linked creature receives 10 points of healing so does the linked creature.   A tether is broken if the two individuals move more than 60 feet away from each other, if you lose concentration or if the tether is attacked in the ethereal plane. It is also affected by Dispel magic and similar abilities.

Black Steel Hills

Is the main dwarven kingdom in Elucidien. Smaller settlements and mountain homes exist near the backbone in Elucidien, but all are shadowed by Black Steel Hills. It began in the early second age as a smaller mountain tribe under King Gordred Fellhammer. During its early expansion and mining excursions the hills and mountains where the dwarves had settled were rich with Durum, a black iron like substance that could be smelted to make the hardest steel of known existence. Once processed, melted and tempered the steel is impossible to break without the help of dragonfire. There was only one problem, Durum ore can only be melted at extreme temperatures, and the easiest way to do so is with dragonfire or similar. The dwarves quickly expanded and claimed the mountains and settled in the all the neighbouring mountains containing the metal. They learned techniques and the skills required to work Durum and Black Steel Hills is the only place that produces this precious metal. Due to their sudden riches Gordred decided to step away from the throne putting together a council of dwarves skilled in the arts of craftmanship and trade. This turned out to be a wise move as the new trade policies, immigration policies and trade embargos turned Black Steel Hills into a superpower in the early years. The city expanded quickly and now the city stands as a beacon of trade and production.

Demographics

Black Steel Hills consists mostly of Dwarves and Gnomes with the seldom Goliath and human settler seeking to improve their crafts. Gnomes and Dwarves make natural allies as their skills align quite well with each other. The Gnomes natural ability for jewelry and tinkering along with the dwarven ability to quickly extract resources and impressive crafting leads most dwarven cities to ahve a fair amount of gnome families within.

Government

Black Steel Hills used to be a monarchy under the rule of Gordred Fellhammer, but during uts early expansion he stepped down and implemented a new power structure to maximize growth and trade power. The new system consists of delegates from all clans and families that live or have their place of business within Black Steel Hills. The number of delegates from each family depend on the size of the family with larger families having more delegates. The delegates are chosen through internal clan or family discourse. The delegates spend most of their time voting and passing new policies to better Black Steel Hills trading capital within O'l Andem. As of now there are 263 delegates.

Industry & Trade

Black Steel Hills produce a staggering amount of goods that are traded to the outside world. Durum and Ironwood are its main export along with Firelight, a crimson and orange gemstone that are used as both a magical ingreedient and as jewelry. Some gnome families within the city are artificers and tinkerers combining the two crafts to make incredible tools and sought after inventions like wheelchairs and prostethics.

Architecture

The mountain halls of the Black Steel Hills are grand in stature and well kept, continually inspected and fixed. Large fixtures of gem-like chandeliers hover in the air above shining light into the tunnels and chasms. Grand archways of intricate ornamentation with gemstones and fine chiseled stonework bear the wight of the naturally formed roof. Grand statues of past tradesmen, prominent figures of political stature and warriors alike stand alongside the main pathways often used as both art and as practical bearing beams. In the middle of the main hall in the largest moutnain is a large monument to Gordred Fellhammer holding his war pickaxe. Inside the monument is a large hall where the delegates used to gather, however the space grew to small when more delegates joined the council, so now it has become more of a tourist attraction.
Type
Large city
Population
387000

Blackout

Barkeep at Blackouts Beerbelly. Fully black tiefling clad in fine dark robes. Friendly. Discretion is his speciality

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Bleeder

Iron Ledger grunt (dead)

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Blueberry Village

Blueberry Village is a small hamlet of gnomish huts near the Argent River behind the ruin of Hillsted. It is known throughout the world for harboring some of the greatest arcanists in the known world. Their focus on research and progression through arcane means have created some of the most well known magical items and machines, some of these include; The Bag of Holding, the Sending Stone, and The Alchemy Jug.

Demographics

All inhabitants of Blueberry village are gnomes, though there are some passers-by that are different races, those who permanently live there are gnomes.

Government

Blueberry Village is a Magiocracy led by the 8 masters of the different schools of magic. Whoever is the best at their respective school of magic get a say in how the village is run. Those who live in Blueberry Village find that this system works like magic as those who lead are both highly educated and have shown themselves to be both disciplined and patient.    Galba Palinode Dran (Master of Abjuration) Lamna Hexis Dillwiss (Master of Conjuration) Jenny Portentia Tickle (Master of Divination) Stephanie Allure Tilly Nilly Nackle (Master of Enchantment) Gall Belus Ardor Lavish (Master of Evocation) Melvin Delushen Willhend (Master of Illusion) Celly Wendis Morph Lomis (Master of Transmutation) Janus Dunkel Gloomshade (Master of Necromancy)

Infrastructure

Blueberry Village is mostly independent consisting of farmers and regular tradesmen. Most in blueberry though versed in basic magical ability spend their time on regular hard artisan work. The main attraction of Blueberry Village is Palindrome College, where 30% of the Populus are students under different masters. Whenever Blueberry interacts with other nations it is often to help in arcane matters.
Type
Hamlet
Population
347

Boris Hardhammer

Owner of Boris' Boots. A dwarven cobbler. Friendly.

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Bound Lethargy

Bound Lethargy 1st level Tethergy spell   Casting Time: 1 action Range: 60 feet Components: V.S Duration: 1 minute (Concentration)   Description   You bind one creature to a point on the ground with a weak ethereal tether. The creature must make a Wisdom save or be unable to move more than 15 feet away from the chosen point. The creature can, as an action on its turn, try to break free by making a wisdom athletics check to break the ethereal tether.

Braalin Mountainbeak

Venture Capitalist, minstrel and tradesman. Braalin is both cunning, smart and charismatic. He is cocky and a bit of an asshole.

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Briggon Bonebreaker

Half Orc braided beard belly patron who stole Lumerics document.

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Brom Magifestrus

Human Elder in Riverview. Working for Father Elijah

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Brown Baron College

Brown Baron College

  “Voice carves legacy from silence.”
Location: Island within Lake Sercol, north of the Perished Marshes
Founded: Circa 678 AAR
Population: 300 students, 40 faculty, plus 100 support staff and workers
 

Overview

  The Brown Baron College is a prestigious and eccentric bardic institution perched on a rocky isle surrounded by Lake Sercol. Accessible only by flat-bottomed ferries or seasonal ice paths, it stands isolated but looked upon by all who wander past. Stone bridges once connected the school to the mainland, but they were destroyed during a failed uprising over a century ago and never rebuilt. Whether this was a political decision or a poetic one depends on who you ask.   Known for cultivating poets, satirists, orators, playwrights, and rogue historians, the Brown Baron has earned a reputation for producing dangerous minds wrapped in velvet voices.  

History

  The College was founded by a former mercenary-turned-performer known only as The Brown Baron, a man who reputedly laid down his sabre after the Dragonborn Wars and chose to "turn blood to verse." He built the first hall from salvaged ship timbers and claimed the lake island as neutral ground for storytelling, argument, and memory. Over generations, his vision solidified into an institution of bardic study.   The College has survived three major fires, a failed annexation by the Orcish Empire, and a brief stint as a prison during the first dragonborn invasion. Its tradition of self-rule, internal debate, and pointed satire has made it unpopular with nobles and magistrates alike, yet all secretly read its public almanac Echoes in Rust.  

Culture & Structure

  The college is divided into Four Halls, each with a dominant style and philosophy:   Hall of Clay – Folk performance, protest poetry, oral tradition   Hall of Gilt – Courtly verse, operatic traditions, elegance and etiquette   Hall of Ash – Satire, farce, tragedy, and political theatre   Hall of Salt – Non-traditional performance, body art, spoken word, dissent   Students are called Echoes during their tenure, and full graduates are given the title Rustkeeper, a tradition tied to the school’s belief that memory corrodes but reveals beauty beneath decay.   All lessons are oral first and written second. Performance is mandatory. Faculty encourage debate, contradiction, and the recitation of banned texts. Visitors are often confused whether they are witnessing a lesson, a rebellion, or a play.  

Legacy & Influence

  Graduates of the Brown Baron often vanish into far-flung corners of the world, becoming court jesters, subversive playwrights, wandering truthweavers, or war chroniclers. Some become spies. Others provocateurs. A few even return, older and hoarier, to teach.   While technically apolitical, the College has been accused of harboring anarchists and seditionists. Few can prove it. Fewer dare try. Their motto, carved in slate above the oldest stage, is simple and damning:   “No lie can survive its echo.”

Brute

Iron Ledger grunt (alive)

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Cabal's Disease

Cabal's disease, named after the man who first managed to study the affliction, is a mental disease that afflicts many divination wizards that pry to long and far into things to large for the human mind to interpret. Normally associated with unintelligible rambling, frantic evermoving eyes, and paranoia, this disease targets the mind. It is not known if it is bacterial, viral, divine, or magical. Cabal's disease is a known problem for those studying divination and the portent aspects of magic.

Transmission & Vectors

Those who have been afflicted with this disease have recently been prying into other planes, scrying on entities of powerful might, or been looking into the future. Though the specific reason they became afflicted is not known these are the most common events that transpired before the subjects lost their minds.

Treatment

There is only one cure for Cabals disease and that is the wish spell, though many have tried finding other solutions. The person afflicted is often non-communicative and unresponsive to those around and tends to be aggressive when acknowledging the existence of others. Several experiments have been tried finding a cure for the disease, but none have been successful.

Cultural Reception

Those afflicted with Cabal's disease are looked upon with great mourning as the wizards affected by the disease are often well known and powerful arcanists.
Type
Mental
Cycle
Chronic, Acquired
Rarity
Extremely Rare

Callous

Purple Tiefling with long black slicked back J shaped horns. A bard playing at the Crying Cold One tavern in Eldsbygd.

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Camille Borderworth

Sturdy dwarf with long blond hair and a finely kept beard. The head of town in Eldsbygd and a friend to most. she has a warm voice and a warmer heart.

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Camille Borderworths Sapphire Encrusted Ring

Once back in Eldsbygd after completing their contract with Timothy Semmelweis thjey are approached by Callous , their Tiefling bard acquaintance. She tells them that the head of town Camille Borderworth is looking for some help.   After meeting with Camille they are told that a cart of goods was supposed to arrive from Hideskeld a few days ago, but never arrived. The cargo was supposedly very important to the town. However the importance of the general goods the cart was carrying it also housed a special item, a ring. Camille was very adamant that the ring was the main focus of the mission. So the party set out on the road to Hideskeld to find out what happened. On the third day they find the missing wagon of goods in ruin, seemingly raided.   Inspecting the cart is a Gnome named Ven who quickly joins the party in search of what has happened. They track whoever raided the cart to a nearby cave where some goblins, bugbears and a hobgoblin has found residence. They try fighting the tribe, but in the end fail miserably. So as to not fail the mission they barter for the ring losing 50 gold and Vens pair of boots in the process.

Chien Armguard

Deceased wife of Elliot Armfuard

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Chimeran

The Shifting Jewel of the Emerald Fold   Location: Western edge of the Sanguine Waters, veiled deep within the ancient Emerald Fold forest
Plane Alignment: Shifts periodically between the Material Plane and the Feywild
Population: Approximately 47,000 (majority High Elves, with a minority of Fey-blooded and half-elves)
Notable Exports: No export with outside cities
Ruling Body: The Verdant Triune, a council of archmages who govern by arcane consensus
 

Overview

  Chimeran is a city of towering silver spires, gently spiraling into the forest canopy like winding branches. Every inch of its structure is alive, trees woven into buildings, crystal bridges grown from dew-frozen petals, and whispering roads that hum with enchantments. Its foundations do not follow the laws of stone or brick, but of song, symphony, and spirit.   Built upon an ancient Feywild crossing, Chimeran slips in and out of the mortal world, sometimes remaining visible for months, other times vanishing for years. No army has ever besieged it, for one cannot lay siege to what cannot be found.  

Culture and Society

  The citizens of Chimeran are artists of existence. Every spell, every meal, every garment is crafted with grace and centuries of tradition. Time flows strangely here, and the people speak in a cadence that borders on the musical. Dreams are sacred; many residents spend hours in lucid meditation, sharing visions and thoughts across mind-linked communes.   Elvish lineage is traced back through memory-threads rather than bloodlines, and names are fluid, shifting with seasons or significant events in one's life. Outsiders are often referred to by the color of their aura rather than their spoken name.  

Government and Arcane Rule

  Power resides with the Verdant Triune, three archmages chosen by rite of starlight. These figures are less politicians and more stewards of balance, ensuring Chimeran does not tilt too far toward Feywild chaos or mortal rigidity. Decisions are made through ritual debates woven into choreographed magical duels of light and illusion.   Sub-councils of dreamwalkers, tree-scribes, and planar cartographers advise the Triune and manage the city's infrastructure, which is equal parts arcane and botanical.  

Landmarks

  The Prism Grove: A crystalline forest near the city's heart where trees sing and refract sunlight into divine patterns. Used for weddings, mourning, and magical courtship dances.   The Hall of Reverie: A vast amphitheater where dreams are performed as plays, drawn from the subconscious minds of volunteers. Many claim to see glimpses of futures in its illusions.   The Root-Mirror Library: Beneath the city lies a mirrored cavern where roots record the memories of Chimeran. To read them is to enter a trance guided by whispering druids.   The Petal Bridge: A massive span of flowering vines and suspended lights that only appears when both moons rise at equal height. Said to allow passage into the Feywild proper.  

Relations and Trade

  Chimeran rarely involves itself in continental politics. Despite its aloof reputation, Chimeran keeps a close eye on the world. When it acts, it is precise and elegant, a feather landing before a sword.
Population
47 000

Chromatic Order Operative Rogue Subclass

Wild-Fire Isle The barren wasteland of Wild-Fire Isle is both harsh, unforgiving, and deadly, even to those who call it their home. There are two points of civilization on The wild Fire Isle. The large Sky City of Betherielle: a large metallic city of brutalist architecture and large industrial complex of tunnels, tubes, and chimneys - and Cialmader: a black stone city with a minimalist squared architecture and everlasting Dragonfire. Both controlled by chromatic and metallic Dragonborn with an iron fist. Outside the normal means of a political structure in these cities, there are two intelligence organizations that play key roles in controlling the populous.   The Order As an operative, you have been in intense training from a very young age. Most operatives are taken from their homes at the age of 3-4 and begin extreme training in subjects such as maths, physics, social and political science, theatre, combat, and covert operations. Until the age of 19, you are kept from most of the outside public to focus fully on your education. You are also heavily trained in torture techniques, how to interrogate, and how to kill. Before you are allowed to leave the academy you are implanted with an experimental magical glyph on your brain. This glyph does several things the older and more experienced you become.   Level 3: Magical Glyph Implant -As a member of the Chromatic Order, you are implanted with a glyph that imbues your brain with magic. The more you use the glyph and the longer you have it the more it becomes a part of you. The glyph has the ability to release magical surges into your brain, making your mind your deadliest weapon. Starting at 3rd level you gain a pool of mind surges that can help you in battle. When making an attack roll on your turn you can give yourself advantage on the attack roll, even if you have disadvantage and they would normally cancel each other out. You can do this a number of times equal to your proficiency bonus. You regain this pool on a long rest. -The glyph affects your ability to feel pain and fear. The glyph releases magical pulses that are designed to limit your emotional spectrum. You are immune to being frightened.   level 9: Mind Bank -starting at 9th level after a short rest you can gain knowledge about a certain profession. You gain proficiency in a toolset that is used in the profession, a skill that is used in the profession, and advantage on charisma checks to act like this profession and intelligence checks to recall information about the profession. You lose this bonus when you select a new profession.   Level 13: Expect the Unexpected -Starting at 13th level the glyph activates in times of extreme stress, it suppresses this feeling keeping you calm and calculated. You can add your proficiency bonus to initiative rolls. -When combat starts you can expend a point of your mind surge pool and choose to take your first turn right after the first person in the initiative order has done their turn instead of when you would normally go. You can only do this on the first round of combat.   Level 17: Coordinated Termination -Starting at 17th level the glyph has become more than just a magical implant, it has become a part of your brain structure. It affects everything from your reaction time, your memory, your emotion. You have become an expert at coordination and calculation. After missing a creature with an attack roll you can immediately expend a mind surge to make another attack against the creature. This attack gains advantage as described in the Magical Glyph Implant ability.   You now regain your Mind Surges on both short and long rests.

Cialmader

Location: Near the Badlands, easter Wild Fire Isle
Former Population: Unknown, estimated over 100,000
Current Status: Most dangerous of ruins.
Known Dangers: Dragon rot, cursed soil, feral drakes, and ground fissures
  Cialmader was once the religious and military heart of the Dragonborn war effort, a citadel-temple carved into a caldera, surrounded by tiered basalt terraces and stormforged statues. It was here that the dragonborn performed their sacred bindings, and where the last great flame-speakers of the empire delivered their fire-prayers to the Tiamat.   When Cialmader fell, it did not simply burn, it ruptured. Now the soil around the city is blackened and foul. Roots curl away from the earth, birds avoid its skies, and even the sun seems dulled by its presence.

Circle of the Ether Druid Subclass

Prerequisit: Must be Etherborn (Race)   Protective Ethereum Starting at 2nd level your innate existence in the ethereal plane combined with your experience with nature gives you command of the land around. You have a pool of ethereum energy points equal to your wisdom modifier + 1. Whenever you cast a spell of 1st level or higher you can expend a point of Ethereum energy to bolster a creature within 30 feet of you with ethereal energy. Tendrils of semi-translucent energy sprout from the creature chosen and can be used by you to help the creature in several ways depending on level. You regain all expended uses on a long rest.  
  • When a creature affected by your Ethereum energy within 30 feet of you takes
  • damage from any source you can use your reaction to give the creature temporary hit points equal to your Druid level + your wisdom modifier.   Hostile Ethereum Starting at 6th level you gain another way to use your Ethereum energy.  
  • When a creature within 30 feet of you that is affected by your Ethereal energy makes
  • a weapon attack you can lash out the tendrils to deal extra force damage. The extra damage equals half your druid level + your wisdom modifier + your proficiency bonus.   Pass Through Terrain Starting at 10th level you gain the ability to slip into the ethereal plane to morph through terrain. As an action you can pass through terrain no thicker than 5 feet until the end of your turn. You can do this a number of times equal to your proficiency bonus. You regain all expended uses on a long rest   Ethereal Wild Shape Starting at 14th level you can expend two uses of your wild shape to transform into a spectral warrior.  
  • You gain hit points equal to 60 + druid level 
  • You gain the extra attack feature.
  • Your hands transform into ethereal scimitars that deal 1d10 force damage, have the
  • light trait, and use your wisdom instead of strength when determining + to hit and damage. You gain proficiency with these scimitars.
  • You gain a shimmering armor that makes your AC 17 + Dex (maximum of +3)
  • You can as a bonus action blink into the ethereal plane until the start of your next
  • turn.

    Clerics Deceit and Clerics Friend

    Clerics Deceit is a small thin yellow mushroom with a shallow stem and a pointed cap. It has brown gills which produce spores that give off an earthly smell. Clerics Deceit is highly toxic and a small bite contains enough toxins to kill several adult cows.   Clerics Friend is a small thin yellow mushroom with a shallow stem and pointed cap. Unlike its counterpart its gills have a more golden brown colour and give of a slightly more sweet earthy scent. Clerics Friend is known to have healing properties often used by scavangers and survivalists to treat wounds.

    Basic Information

    Ecology and Habitats

    The two shrooms both favor the same climates and are found in the northern parts of Aridell and in the southern parts of Elucidien. They typically grown in forests often in higher altitudes and favor high moisture.

    Copperstad

    Copperstad is the second part of the Twained Empire, together with Reun these two powerhouses rule most of the eastern part of Reunian. Copperstad is a mountain city built into the northern Reun mountain chain. It is an impenetrable fortress of halls and tunnels, bridges, and crevasses. Never in the history of the world have the dwarves of Copperstad ever been attacked, for their remote location, fearsome warriors and harsh landscape make it borderline impossible. Though Copperstad has never been the victim of war, they have been a part of several including The Reunian War, The Enslavement of the Halflings, and The Retaking of Greenpeak Mountain.

    Demographics

    Most of the inhabitants of Copperstad are dwarves and gnomes which make natural allies. Though there are some human and elven inhabitants they are rare and frowned upon as the Copperstad dwarves and gnomes have secluded tendencies.

    Government

    Copperstad is governed by 12 family houses known as the council of twelve. Each of the great houses has a representative at the council and they vote on policies and actions with 2/3 majority being needed for confirmation. Each house has a long and historical impact on the political climate of Copperstad.   Stonebreaker (Corin Stonebreaker): Early adopters of the new Moradin sub-faith called Murism. (Murinists believe that Moradin created Dwarves as builders and not diggers and that the current speed of digging will lead to extreme calamities.) They were in favor of the Twained empereum and voted to help the enslaved halflings. They are known throughout Copperstad for their long and rich tradition of statue making (Coat of Arms: A hammer crushing stone)   Longbeard (Dulli Longbeard): Finest warriors in all of Coppersted, most Longbeards are part of the Clansguard and serve it to their death. Longbeards never cut their beard until defeated in battle. Those who lose their beard are shunned from the clan and will lose the Longbeard name. They have always been in favor of warfare and expansion of the empire. (Coat of Arms: A Dwarven jawline with a long beard)   Rockdrinker (Yully Rockdrinker): The Rockdrinkers are a clan of alchemists and enchanters dedicated to the manipulation of rock and stone, and the effects of gems on the dwarven body. They are known to create fantastic and dangerous new concoctions that can be both beneficial and deadly. They were not in favor of the Twained EMpereum and voted to stay out of the Dragonborn affairs in Helften. (Coat of Arms: A tankard with rocks poking out signifying how dwarves are made of stone)   Cragfire (Dana Cragfire): Clan Cragfire was one of the first known dwarven clans to reach Copperstad. They are great adventurers and explorers. They are said to be related to the Ragstag Crag Dwarves, but the line has thinned over the thousands of years since they arrived. They were in favor of the Twained Empereum and to help the halflings during the occupation. (Coat of Arms: A mountain on fire signifying the dangers of stagnation within the mountains)   Gembluff (Buiri Gembluff): Clan Gembluff is known as great artisans and jewel makers. They have large gem mines underneath the city and are one of the world's largest exporters of rare gems. They are tradesmen and have joined their house with Gnomes. They were for the Twained Empereum, but against helping the halflings during the occupation. (Coat of arms: a diamond beneath a magnifying glass)   Strongstep (Feiri Strongstep): Clan Strongstep is the only clan in Copperstad that are mostly located in other cities and regions. They are builders, fixers, and handymen that tend to travel about being recruited for construction projects. Their influence in Copperstad may be weaker than that of the other clans but in return, their reputation amongst other regions is greatly increased. They voted for the Twained Empereum and for helping the halflings amidst the occupation. (Coat of Arms: Three steps with mountains behind)   Goldrose (Gienna Goldrose): Clan Goldrose rose to prominence when they migrated from the Black Steel Hills a few years after the Arcanum Revolt, where they brought their keen mercantile eyes to Copperstad. Known as great business and salesmen these dwarves focus on peddling goods from one place to another, they are the main reason why Copperstad has a growing economy, bringing in new ventures through their connections to the trade amalgamations of the north. They voted no to the Twained Empereum and to help the halflings during the occupation. (Coat of Arms: A golden rose amidst a field of green)   Silverpeak (Surin Silverpeak): The Silverpeak clan is known for its expansionist ideals, xenophobic tendencies, and conservative morals. They are miners at their core and make their fortune from their iron and copper mines, selling it to other nations. Though not well-liked amongst the other clans they are respected and demand to be heard. They were heavily against the Twained Empereum and helping the halflings during the occupations. (Coat of Arms: A grey mountain with a silvered top with a blue background)   Bronzeway (Carrug Bronzeway): The Bronzeway Clan rose to prominence in the early days as fine mechanics and engineers. Most of Copperstads defensive structures and capabilities were made by the Bronzeway clan. They are artificers and problem solvers that have taken several contractor jobs for allied cities like Reun, Dwalinstad, and Stone-Shore. They are well respected and liked, and voted yes to both the Twained Empereum and to help the halflings during the occupation. (Coat of Arms: A large bronze road in between two large mountains.)   Stonedirge (Mull Stonedirge): Clan Stonedirge is the black sheep of the council of twelve. They practice weird necromantic stone magic and rituals to further their knowledge of geomatic energy. Many have not made up their minds about clan Stonedirge and tend to leave them alone. Therefore not a lot is known about them and their culture. They made none of their votes public, though other clans have leaked that they were in favor of the Twained Empereum and against helping the halflings during the occupation. (Coat of Arms: A gravestone upon a bed of dirt)   Backbreaker (Lumin Backbreaker): Clan Backbreaker are great blue-collar workers. They are strong, hardy, and sell their labor the highest bidder. Often found drinking in the tavern, fighting in the arena, or working the mines of other clans these dwarves are happy to just be useful. They are often sold to other cities and regions for hefty sums of money, mostly because of their moldability. A Backbreaker dwarf can do whatever work you put in front of them. They voted yes for the Twained Empereum and yes to helping the halflings. (Coat of Arms: A dwarven silhouette carrying a large boulder upon its shoulder)   Coldspire ( Eurin Coldspire): Clan Coldspire are a clan of calm and collected academics. They put their focus on knowledge and strategy, building vast libraries of knowledge, and writing new books every month. Using their allies as research partners these dwarves travel and start projects to find out the truths of the universe. Coldspire was the clan that originally proposed the 12 clan council, even though they were in charge they thought that the other houses should have a say in the rulings of the crown. They voted yes to the Twained Empereum and to help the halflings during the occupation. (Coat of Arms: A tall mountain amidst smaller mountains)

    Defences

    The first defense of Copperstad is the landscape. Both long and treacherous, the maze-like roads to copperstad are overgrown and dangerous. Wildlife, traps, and guerilla-style military camps protect the path to Copperstad. After the week-long trek to the gates of copperstad a retractable 100 feet long bridge stands in your way, on the other side are ballista and archers waiting to release their volleys. If you were to get over the 1000 meter tall crevasse you would be met by an impenetrable Durum reinforced gate with arrow slits, boiling oil and protective runes. Inside the mountain await the acclaimed Longbeard Clansguards riding atop their mountain boars, with artillery from their famous ax thrower unit.

    Industry & Trade

    Though Copperstad has expanded its list of export they are mainly dealing in stone, iron, copper, and gems. Maybe not as fancy as the Durum or Ironwood of Black Steel Hills these materials nonetheless bring in tons of gold. Some clans have made their fortune dealing in other trades or industries, like the backbreaker who sell their labor, or the strongsteps that trade their knowledge of masonry.

    Infrastructure

    The main living quarters of Copperstad take up about 10% of Copperstads reach. Most of Copperstad consists of mines, quarries, and artisans quarters. From jewelers to glassblowers, to masons and blacksmiths Copperstad reek of construction and development. Several Copperstad clans have made quarries and mines outside of Copperstad, in the nearby mountain ranges.
    Founding Date
    Late 2nd age
    Type
    Large town
    Population
    155000

    Cordelia

    Cordelia

    She has lived in Reun all her life, and works asa tailor at The Teelweave.   Her dad, Braun, has taught Cordelia all she knows about fashion and tailoring. He likes to sing while working. Her mom, Anya, is a lapidarist, making accessories for their shop. Her parents met because of their shared interest in each other’s work and the combination of their crafts. They help around the shop sometimes.   She has an older brother, Kellam, who instead of working at the shop is living a life as a sailor. He sends letters to Cordelia occasionally, sometimes including little trinkets she can use in her works.   The Teelweave was founded by Cordelia’s great, great, grandma, and has been passed down for generations unto Cordelia. The textiles sold in their shop, and used in their products, has a distinct blue color made from the Teelwood-tree sap.   They do sell other colors/ patterns as well, though it is the unique teelwood-blue color that is their main selling point. Accessories, jewelry, and other trinkets used in their outfits are made from alabaster.

    Personality Characteristics

    Likes & Dislikes

    Does not like dirt.

    Virtues & Personality perks

    Has an eye for detail. Especially when it comes to fashion.

    Vices & Personality flaws

    Arrogant

    Hygiene

    Very clean. Might be a bit too clean.

    Cordelia grew up in Reun together with her parents and brother. She inherited the Teelweave, a tailors shop known for selling patterns and clothing designs in a unique blue color. She likes to sing while working..

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    Age
    32
    Birthplace
    Reun
    Children
    Current Residence
    Reun
    Gender
    Female
    Eyes
    Dark brown
    Hair
    Black
    Skin Tone/Pigmentation
    Tanned
    Height
    165 cm
    Weight
    60 kg
    Related Reports

    Corpseglass Jewelry

    Corpseglass is a brittle, translucent material formed naturally when intense magical energy, particularly necromantic energy fuses with decaying organic matter in swampy or cursed terrain. In places like the Perished Marshes, it grows like slow, glassy tumors around mass graves or battlefields, forming jagged panes or delicate crystalline blooms on bones, roots, or long-dead weapons.

    Councillor #1

    Clad in fine clothes with a long white beard. Speaks in a medium to low voice and always in a calm manner.

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    Councillor #2

    Clad in fine clothes with a large portly body and covered in colours and jewellery. Speaks in e medium to high voice.

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    Cybel

    Githyanki healer that has visited Cold Brew Inn

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    Dalas Duin the Second

    Dalas Duin II (Half-Dwarf), The Twained King: Dalas Duin, second of his name, sung into existence by Archmage of Copperstad Karvash Ironstone and Elder of Reun, Celion Flagstaff. Born amidst clay and rock, molded with water and fire, clad with flesh and bones Dalas Duin came to be in a sanctimonious ritual between the human port city of Reun and the dwarven mountain fortress of Copperstad.   He stands 4.5 feet tall with thin, long, black tendrils of hair covering most of his face. Face rigid and chiseled, like marble, with a scruffed and unkempt beard. Lacking any gender he has several androgynous features, like larger thighs, narrow shoulders, and smaller hands. Often clad in black leathers, wolfs fur, and a blackened volcanic rock crown resting heavily upon his head.   Dalas Duin has continued his forefather's quest to bring Reun back to a place of prominence. After the Reunian war, Reun lay in ruins, it's people starving in the streets, nobles selling diamonds for bread a long and steady rise began. Under the leadership of the newly created leader Dalas Duin, first of his name, both trade and agriculture slowly came back to Reun. Through trade agreements with Loudwater, Sleetsted, and Tambre and pacts with local Firbolg forest druids, the scorched land of Reun blossomed once more. Farmers returned to their fields and merchants returned to the docks, and a new age for Reun began, better than ever before. When Dalas Duin II took over for his predecessor he was committed to continuing his work, working tirelessly to keep the peace, and even managing to make trade agreements with the Coalition of Orcish settlements. He has also made several agreements with the Black Steel Hills and The Halfling Merchants Association, which has greatly increased Reuns zone of influence. After several attempts he managed to reopen the Alabaster mines, creating both jobs and a better economy.   After the Dragonborn invasion of the Halfling nation of Helften, Dalas Duin II was one of the first major leaders to condemn and take action against the Dragonborn forces, cutting off supply lines through naval warfare. After convincing the Copperstad council of twelve to help with infantry, Reun and Copperstad staged a simultaneous naval and ground attack forcing the Dragonborn forces to surrender or flee, ending the occupation.   Dalas Duin II stands proud in many hearts, loved by the common folk and nobles he exudes a presence that has exhilarated Reun forward, creating a force to be reckoned with. Though loved, there are several detractors and groups that wish the throne was occupied by a human. Some see him as a reminder of the dwarves' apathy towards their peril throughout the war, and some are freaked by his unnatural nature. Groups like The Mo'wai and The Dissidents grow larger with every day that passes.
    Circumstances of Birth
    Created in a sanctimonious ritual between men and dwarves
    Circumstances of Death
    Still alive
    Children
    Gender
    Neither
    Eyes
    Dark Brown, Heavy
    Hair
    Long tendrils of black unkempt hair
    Skin Tone/Pigmentation
    Golden Brown, shaded
    Height
    4.5
    Weight
    78 Kg
    Ruled Locations

    Dame Alteria

    Dame Alteria is the story of a young Aasimar, daughter of The Allfather himself, who finds herself facing a Demonlord who escaped the abyss. The story takes place in Elucidien and details her leading the allied army against a horde of demons. In the end she sacrifices herself to save the mortal world from being consumed by The End, The Chained Oblivion, Thaarizaduun. The story is told all across O'l Andem as a inspirational story of good defeating evil and is also often used by the Military to recruit young eager women.

    Dampfitzl

    Gnomish knuckledragger who died in an accident at the Refinery. Friend of Remuz

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    Darkweld

    This ever dark shanty town reeks of criminal activity. Legal criminal activity that is, for Darkweld has no governing body and can be looked upon as a rather successful anarcho-capitalist state. Darkweld has become O'l Andems open underbelly and thrives of its all or nothing attitude. Merchants are governed only by their reputation and are quickly eliminated by the competition if they wrong their customers. As long as you pay your tithe to those with more power than you, Darkweld can be a place for anyone to make their fortune. It is not a place for those faint of heart or easily pushed over, for to survive within Darkweld one must be able to look evil square in the eye.

    Demographics

    Due to Darkwelds cutthroat lawless nature, it has become a haven for criminals, exiles, and monstrous inhabitants. No race is particularly prominent, though it has a larger Dragonborn population than most non-Dragonborn cities.

    Government

    There are no forms of recognized government in Darkweld though it is well known that the person with the biggest and hardiest crew rules. It is an anarcho-capitalist state with all the corruption and backstabbing that follows such a ridiculous idea.

    Industry & Trade

    Darkweld functions as an open black market. Due to the ease of selling and buying illegal substances, ritualistic ingredients, and creatures it is both cheaper and easier to travel to Darkweld to find what you need than to visit your local illegal underbelly or black market. It has become a place of pure dark trade that holds itself together on the idea of reputation and mutual respect. A trader needs to retain a good reputation to get customers, so it is in the best interest of said trader to be both respectful and upfront. A good reputation in Darkweld means money, and if you reside in Darkweld, you like money.

    Assets

    The Unveiled Baths: One of Darkwelds most popular attractions for travelers, tourists, merchants, and like is the bathhouses where one can get a nice toasted bath, some good food, and some long-overdue company. Due to the long and tedious nature of the popular travel paths along the eastern coast of O'l Andem, those who arrive at Darkweld are often dirty, filthy and reek of mold and sweat. Therefore one of the most important and lucrative businesses is the bathhouses. The Unveiled Baths are owned by a family of Capitalist Gnomes aptly named The Spotless. There are rumors that The Spotless sell and distribute slaves through their business, but no one truly knows for sure.   The Monochrome Minaret: The headquarter where all the organizational activity takes place. Its main halls harbor the casinos and booking agents. Its cellars harbor a network of tunnels, halls, and vaults relating to the thieves guild.   Ghaltanis: Is a section of Darkweld built upon a hill that overlooks the rest of the city. Due to its view, the centrality of its location and the quality of the homes Ghaltanis has become a place for the richer families and guilds to settle. Built by venture capitalist settlers from Black Steel Hills this property haven has become a lucrative business for the Chattelbeard clan of dwarves.   Balthazar Colosseum: Is a large multisectioned arena ground made for jousting, gladiators, and all-around battles between friends and foes. It was started by a faction of Tabaxi named Clutch and is monetized through attendance cost and betting, though the betting side of the business has been slowly taking over by The Bones Marrow. The Arena has become more popular with the rise of a new type of magic called Tethergy which focuses on the practice of relations between the different elements.   The Alcaster Market: Is a large market square run and watched over by The Drowned. It spans a large part of the north-eastern part of Darkweld and is preferred by merchants and traders coming from outside because of its protection and safe practices.   The Drowned Fort: Is the main headquarters of Merinda Ironwill, The Drowned and The Drowned. They are a faction that focuses on trade routes, mercenary work, protection services, and owning land. They are the largest faction in Darkweld and has become an unofficial body of government due to their military power and massive ownership of land.   The Starlight Docks: Is one of three main docks and the only docks that link to the top half of Darkweld. The name arrives from its use in the early days of Darkweld where gem and rare metal merchants would bring their goods through the docks, many of those merchants settled in close to the docks and the district became a jewelers district by proxy.   The Forlorn: Is a large single Isle that connects the two main parts of Darkweld and is used by The Drowned as a toll post where they collect money from people that are attempting to pass over. It has become a place of living for the uber-rich elite in Darkweld. It is well protected and separated from the ruffle of low born Darkweld.   The Pair: Is a pair of two islands owned by The Drowned which is well protected, separated from the local ruffle, and is home to the high born populous.   Murksted District: Is a large district of poor lowborn that surround the Ghaltanis district. It has become more of a slum in recent years as an influx of settlers looking for riches has become more prominent in recent years. It is a place where independent parties arise and because of the lack of large party involvement, murder, thievery, and sabotage are more common than elsewhere.   The Eastward Docks: Are the personal docks of the drowned where a lot of the merchants and traders choose to use due to its safe and protected nature. There are tithes connected to using the docks, but in return, you are totally safe from lowborn ruffle and the hardship of the other docks.   The Mezzo-zen Docks: Are the main docks used when bringing goods to the lower half of Darkweld. It is an open dock with no tithe and can be used by all parties.   The Twilight Monolith: Is a large glossy black tower that overlooks Darkweld. It is almost 40 meters high and 20 meters wide. It is the home of the Drowned Court where Merinda judges and executes those who wrong her.

    Guilds and Factions

    The bones Marrow   The largest thief guild in Aridell with over 5000 active members or associates in and around the Darkweld Area. Theirs headquarter is a large monochrome tower in the middle of Darkweld. It houses both legitimate businesses and illegal misconduct. They are currently in a two-front war against The Coalition to the north and The Golds Gallow to the south as both the other organizations are expanding rapidly. The Bones Marrows placement in Darkweld, where the law is naught have opportunities that the others don't. They are not openly a criminal underbelly but the obviousness of their true intent has become a large part of their success.

    History

    Darkweld started as a trading port for merchants that traveled between Reun and Loudwater. After significant growth in permanent settlers and a lacking government body, Darkwled became a place of illegal business between merchants, pirates, and traders that preferred their activities not interrupted by the state. It rather quickly gained a reputation amongst freighters, traders, and merchants around the world for its individual liberties, bringing in more permanent inhabitants in the form of criminals, thieves, and murdered that needed to escape.

    Architecture

    the whole town was has a shanty feeling to it. Buildings and houses were mostly made by people with little to no skill within the masonry or carpentry fields, so the houses are crooked and ramshackle. This along with the almost never-ending dark sky, from which the town got its name gives the whole of Darkweld an ominous feeling.

    Maps

    • Darkweld
      Map of the mercantile shanty town Darkweld

    Dead Tavern Patron

    Old man with almost no hair who got assassined by Teel in the Braided Beard Belly

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    Derren Goldson

    A young man of unknown race who works for Occam Edgelong in Darkweld

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    Derro Coldhammer

    Clad in black leathers with a hefty black beard and a large round nose and two intense eyes this Broken Valor Dwarf is both angry and vengeful. Did not take a liking to Aaliyahs presence in the party.

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    Dillweed

    Dirt

    Goblin helper at Cold Brew Inn

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    Dirt

    A human with a young face with little to no gendered facial traits. There are faded scars upon their right cheek and they have a full head of ink black hair with streaks silver white, with a slight tint of blue running through it.

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    Dragonborn

    Imperial, prideful, xenophobic, cutthroat, militant, ruthless, patriotic, state above all. These are all words that describe Dragonborn to the core. A Dragonborn’s priority list most often goes like this; State, Family, Self. Known throughout the known world for being incredible tacticians, politicians, operatives, spies, as well as having a rich and detailed history of art, books, and music, making them great artists and writers. A Dragonborn may be loyal for a while, but never turn your back on them as they would easily kill you if it meant the betterment of their home. Their culture dictates pragmatic solutions to all problems, this can make their integration with other cultures that are more emotionally connected hard and difficult.   The Dragonborn has played a major role in the formation of the current political climate in O'l Andem due to their many attempts at world domination through invasion.

    Basic Information

    Anatomy

    Dragonborn are reptilian in nature, dragons on two legs. Hard colourful scales, elemental breaths, tails, and large elongated skulls. Their colour depends on their lineage and ancestry and dragonborn take great pride in learning their ancestral history.

    Ecology and Habitats

    The Dragonborn hail from lands corrupted by dragons, therefor Dragonborn often lives in secluded areas beneath a mountain where a dragon lives. The land may be corrupted with acid or scorched by fire, which gives way to their harsh nature. To survive in a dragonborn city of which there are two takes great adaptability and cunning.

    Dragonborn Bountyhunter "V"

    Gold Dragonborn who tried to kill Teel

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    Dragonborn History

    Dragonborns were one of the first races of humanoids created. Metallics were created by Bahamut and the chromatics were created by Tiamat. The creation myth so goes on to describe a large conflict between the two creator gods that ended in Bahamuts fall and most of the metallics starting to worship Tiamat.   In the early years of the Dragonborn they were a monarchy with theocratic tendencies. When king Pherax came to power he built up the Dragonborn armies and set his sights on the mainland starting the expansionist period.   One of the first major things that happened in the third age was the expansionist period when the dragonborns of Wild-Fire Isle tried to occupy small villages and cities along the coast. this lasted for about 5 years before the mainlanders managed to take back the territory. Dragonborns said they had rights to the land as they were the original humanoid race. they also made the case that their own lands were barren and ashfilled with almost no resources, so they needed to expand. However by the combined forces of Loudwater, Sleetsted and Reun they were forced back.   After the failed expansion the King was severly disliked for wasting resources on an perilous pursuit and was promptly dethroned and replaced by a council of elected officials from nobel background.   the council was successful for many years until Argyn of Godsblood staged a coup and took control. He ruled with an iron fist and managed to create a period of sudden growth as dragonborn families where forced to produce more offspring. children were taken early from their homes and put into shcooling and afterwards teh military academy. but resources were scarce.   Dragonborns were looked down upon on the mainland due to their past actions. This drove the now desperate dragonborns to start a full on assault on the eastern shore, capturing most of Aridell and parts of Reun. This empire was called the Baltican Empire. It lasted a long time, before the Orcish Empire joined the fray and through sheer numbers alone managed to force them back once more. When the Balitcan Empire fell, so did Argyn of Godsblood.   The dragonborn state, now in perill and of unknown identity managed to create a functioning civil council. At the same time, the unstable period ended up creating intelligence agencies fighting for control over the state. The intelligence agencies (Chromatic and metallic order) quickly became the actual government and the civil council is more of an international theater play. Working from the shadows The Orders quickly managed take control over everything within dragonborn society. This created an even more nationalistic, xenophobic and expansionist Wild-Fire Isle.   Now, with the tension at an all time high, the dragonborns, already hated by the entire world, started to plot their next actions. The occupation of the Halfling town of Helften, ended in a horrific and long lasting war that ended with the creation of the Twained Empire (reun and copperstad) and the creation of the first ever Dwarf, Human hybrid, Dalas Duin the first.   After having destroyed 80% of the halfling populous, taken most of their holy scriptures and relics, and leaving them with nothing but pain, the dragonborns sat dormant for years. However, things might take a turn for the worse as a new war hits the horizon.

    Dragonborn Names

    The Dragonborn uses a very specialized naming tradition that combines names with geolocation, family ties, actions and legacy.   A Dragonborn name might be Axadir il Feuer Sarm al Daxahel el Farahil ar Belezhar   The translation to common sounds like this: Axadir the Fire Sage of Daxahel and Farahil from Belezar.   The typical structure is Name-gained title (only for dragonborn that have gained a title through actions)-parents (most influential to least) and place of birth. These might change depending on circumstance. If a dragonborn has no known parents, it might be excluded from the name entierly or be exchanged with something like The Lone Wolf or Street Urchin. For example Albrahas Il Alen Wulfen ar Khalmazar (Albrahas the Lone Wolf from Khalmazar)   A dragonborn of unknown place of birth, no legacy or actions and no known parents, might have no extra name or take on an eponymous title or nickname.   Common tropes in Dragonborn names are the letters L, Z, X, R and A. Placenames often end in Zar or El, relating closely to king, divine or god. Belezar being roughly translated as The Kings Hill. Khalmazar being roughly translated to Market of God.

    Dragonlance Wyvern Riders

    Mounted atop the mighty Wyvern, fire lance in hand, with a large kite shield and full plate armor sits the mighty Dragonlance rider. A specialty of the Dragonborn military is its command over the air. Where other military powers have Zyphon Airships or Leviathan Frigates the Dragonborn have their Lancers. Fast and destructive these mighty airborne cavalry have ravaged battlefields across the continent. From the Baltican Empire to the Halfling occupation, these riders were one of the main reasons so few could stand against the might of the Dragonborn.

    Composition

    Equipment

    Black steel full plate, kite shield, and special animal command spurs. Some Dragonlancers are equipped with Trihorn smoke grenades and magical wands of differing kinds and usual more standard equipment like nets, oil, caltrops and flares.

    Weaponry

    The magical Fire-lance: A large 15-foot long lance that is connected to the Wyvern. It ignores magical resistance to fire and deals 2d12 fire damage and 1d12 piercing damage.

    Vehicles

    Dragonborn are known for their commandment over draconic creatures of all kinds and are one of few species to have tamed and bred Wyverns and smaller Dragons.

    Tactics

    Dragonlance riders use hit and run tactics. Because of the incredible speed and destructive power of the wyvern and the one-shot potential of the Fire-lance, these units swoop down and take out key targets in the span of seconds. They can quickly become the main reason your Spellcaster Artillery or Elite units are taken out at the start of a battle.

    Training

    Dragonlance riders are trained from the early age of 4 years old where they are taken from their families and put into an institute that teaches them respect and discipline. They are paired up with a wyvern and are to create a Master-slave relationship with their wyvern. Codependency, loyalty, and respect.
    Type
    Air Force
    Overall training Level
    Elite

    Dreams within Dreams within Dreams

    After Aaliyah revealed her identity to the King of Dwalinstad and his council, one of the council members Gamdring Firebrod have targeted Aaliyah and Krom with nightmares consistently throughout the last few weeks.

    Themes

    Psycological torture, mental health, dissidence

    Drywood Sap

    Drywood sap is a thick syrup-like substance that is harvested from the heart of a dryad. The sap itself is thick and hardens quickly so must be kept inside vials or bottles. It can be used in baking or cooking to give the meal a relaxing effect. When ingested the substance gives disadvantage on wisdom saves and checks. If dosed with a higher dosage it can cause paralyzes, sleep, or even death. Dryads are rare, and those who hunt them are far and few between so the cost of Drywood sap hovers around 1200 gold per ounce.
    Type
    Biomaterial
    Odor
    Strong, sweet and herbal
    Taste
    Sweet and herbal, like syrup and oregano
    Color
    Deep dark brown

    Durum

    Durum is a dark iron that seemingly only exists in the mountains of The Black Steel Hills. It is hard and cold to the touch and is extremely heavy. Many blacksmiths have tried to tame this metal, but only a few, outside the dwarves of the Black Steel Hills, have managed. To mold, this metal one needs to temper it with constant Dragonfire. The process is both dangerous and expensive, but when done right can be extremely fruitful. A single Durum dagger can be worth up to ten thousand gold. It will never go dull and will slice through flesh like its nothing.   Durum armor gives a +3 to AC, it is not magical and can be affected by spells. Due to the nature of the metal, it does not require maintenance unless affected by a Dragonfire for a minute.   Durum weapons give a +3 to hit, it is not magical and can be affected by spells. Due to the nature of the metal, it does not require maintenance unless affected by a Dragonfire for a minute.

    Dwalin

    Dwalin is the elderly 76th king of Dwalinstad. He is seemingly demented and clouded and often loses his train of thought.

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    Dwalin of Inaction the 76th King Regent of Dwalinstad

    Dwalin the 76th was the nephew of the former King. He is currently awaiting the next heir to become bearded and capable of ruling. In his 562 years he has done nothing of actual interest or change and tries as best he can to keep it that way.
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    Ruled Locations

    Dwalinstad

    Founded in the early stages of the second age when time was fluid, Dwalinstad is one of the oldest dwarven cities in the whole of O'l Andem. It has stood the test of time and even the second age wars never even breached the front gates. It was founded by the Dwalin clan and has been ruled by a Dwalin ever since. The Current Dwalin is 562 years old and has been named by the outside world as Dwalin of Inaction the 76th King Regent of Dwalinstad after he decided to not participate in the battle of Helften against the Dragonborn nor the Reunian War. Many believe Dwalin of Inaction has become infested with brain rot and is falming to illnes and decay.

    Demographics

    Dwalinstad mostly consists of dwarves and Gnomes with the occasional human and half-elf. The inhabitants of Dwalinstad can come off as quite xenophobic and most don't like visitors. The inhabitants of Dwalinstad are a proud people, though discontent has grown within certain dwarven clans and gnome families due to the choices of Dwalinstad.

    Government

    Dwalinstad is ruled by Dwalin with the rest of the Dwalin clan acting as council. There are several meetings held throughout the year between the major clans where they discuss important matters, but for all intent and purpose it is a dictatorship. Though the dictatorship has been successful throughout the ages and little harm has come to Dwalinstad over the years, there are many Dwarves within that feel their inaction and stagnation has been to the cities disadvantage. The discontet har only grown with the elimination of several important traderoutes and the continual hoarding of resources. Several small sects and think tank movements have started up discussing the idea of a more economic expansionist ideal and to join the north and east cities in capitalistic mercantilisim. Within several large houses there are murmurs of treason and doubt, but nothing has come of it as of yet.

    Defences

    Dwalinstads defences are not well known to the public as Dwalinstad has never been breached. However the military consists of 50 000 strong and well trained, but dormant soldiers, as well as 100 000 militia. The reason for this divide is due to the long lifespan of dwarves. Most know how to handle weaponry and knows basic fighting tactics due to the rough conditions of the mines. The military also has a cavalry unit of Boar riders that has never seen battle, yet is rumoured to be a terror to fight against amongst those who train with them.   As for walls it doesnt get much better than being totally covered in rock and snow as the altitude of the entrance is far up in the sky. the march to the massive metal and stone doors take about the better part of a days travel and can be both harsh with wind and snow. The landscape, weather and placement of Dwalinstad has made it an untargatable fortress indestructable to the outside masses.

    Districts

    There are 12 layers in Dwalinstad. All of them contain an assortement of things and assets.   1st Layer: The Halls of Moradin.   2nd Layer: The Gilded Market   3rd, 4th and 5th Layers: The Firebrod Clan, The Rockcutter Clan and The Meaddrinker Clan (the three biggest clans in Dwalinstad, except for The Dwalin Clan.) living quarters, commerce and industrial areas   6th and 7th Layer: Several smaller clan living quarters, commerce and industrial areas.   8th Layer: The Rockbiter Elites (Training ground for the military, the production of weapons and armor, and the breeding area for War Boares.   9th Layer: The Oubliette (Also commonly called the prison, a series of anti magic holes where prisoners are thrown to serve their sentence. Those who have served time tell of constant screams of insanity that echo trhoughout the tunnels.)   10th and 11th : The Gar'hal Durunas (The Weeping halls, former but now abandoned mines that serve as living quarters, commerce and industrial area to the smallest of the dwarven clans)   12th Layer: The Durhaderda (The Everdeep) Current mining expanse and the largest part of Dwalinstad, where most of the dwarves work)

    Assets

    The Halls of Moradin are a wonder to behold. Massive in size filled with jewels, gold and architecture that would make even the best humans in the field weep. Large statues of every Dwalin that has lived with larger than life bridge and tunnel networks that give way to the inhabitants of Dwalinstad. There are several magically powered elevator shafts that take inhabitants from the halls to all the other layers of Dwalinstad   The Gilded Market is a buzzeling trade sector where wares are sold and traded between the clans. Food from the outside world is brought in and you can find whatever your mind imagines. They use a harsh rating system so that any dwarf/gnome merchant that tricks or does misconduct gains a black mark. This also marks the family, so this can often lead to the individual in question being expelled or thrown out of the clan. The Gilded Market also contains most of the taverns and inns open to the public. Though there are plenty of taverns in other layers these are often exclutionary to only dwarves of high clan status.
    "I believed elven craftsmanship was uncontested in my folly as a young elf. When i looked upon the great mountain city of Dwalinstad i trembled for its beauty outshined any architecture my homestead could have ever made. I have to give it to them, there are some things the Dwarves do better. On the other hand they are far from mannered or smart so, i beleive it balances out." - Ire Galloway, The Eversight

    Dwalinstad, a city in perill

    There is something not quite right about the current state of Dwalinstad. Dwalin seems lost within his own head, and the council give off a bad vibe.

    Dwarfs Bane

    General Summary

    The party enter the Blazing sun tavern and realize its empty... a little too empty. They scour the tavern for clues and find a hidden room upstairs revealing information about Gamdring. Gamdring was seemingly replaced some 167 years ago and has since then worked to undermine Dwalinstad as a global nation. Through book revision, policy and lawmaking Gamdring has aimed to make Dwalinstad more isolatinist and anti-interventionist.

    The party then sleep. Torcoll is lambasted by a bad dream about his younger sister being afflicted by Dwarfs Bane and being held in the 9th layer oubliette.

    Next day the party, using Cordelias Pass without Trace spell and Torcolls arcane abilites manage to get to the 6th layer where they are confronted with a riot.

    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    04 Dec 2025

    Dwarves

    Dwarves are a normalcy in O'l Andem and have about as many cities as humans. They tend to live in Mountain or hills, though there are exceptions to the rule. Dwarves are creative, precise and loyal yet, stubborn and hardheaded. Dwarves live to work and work to live. Creating something of value, especially something pragmatic yet aesthetic is important to them. This makes them natural craftsmen, but also salesmen. Anyone buying from a Dwarf knows that the item purchased is of good quality. Master smiths and masons Dwarven strongholds are some of the most inpenetrabel in O'l Andem.   Dwarves love to drink and sing. After a hards day work dwarves would rather spend their freetime at the tavern. This makes them perfect friends of Gnomes and Halflings. A dwarf is a friend for life and if you gain their respect, they are ride or die.

    Basic Information

    Ecology and Habitats

    Dwarves msot often live underground. Due to this they have good vision in the dark and are used to eat mushrooms and root vegetables. Chasms and large crevases are a normalcy and you wont find any dwarf scared of heights. They tend to be very heirarchical and their family trees are often wide. A family name means a lot to dwarves as buildings and achevements are often built by whole families. Black sheep are often cast out or exiled to keep the family name clean.

    Eck Abrosia Lemon Quap

    Lizardfolk doctor working in the Skull and Bones hospice in the Elcaster Market

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    Eek

    Goblin server working for House Amstar. Pointy eared, green and brown, wearing a suit.

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    Eilisem

    Eilisem, or The Looming Shadow is a mining and trading town located to the far west of Aridell. It is an independent state that garners a lot of respect from the Eastern Trade Amalgamation due to their Corundum mines. It gained its other name due to its location between the Backbone and Craggy step giving it but 4-5 hours of daylight and casts a large looming shadow over the city when the sun rises in the east.

    Demographics

    Eilisem consists of moslty Human and Dwarven inhabitants making up about 96%. There is a small minority of Gnomes, Halflings and Elves making up about 3%.

    Government

    The governing body of Eilisem consists of 11 elected officials from each of the large Groups. The Farmers Union, The Mining Union, The Hunting Unions, The Gathering Union, The Stonemasons Union, The Cobblers Union, The Smiths Union, The Merchants Guilds, The Arcanist Congregate, The Butchers Union, The Bakers Union. Minor groups like The Tanners Guild and The Winemakers Union gain access to vote for which policy will go to vote, but don't get a say if it passes or not. These eleven individuals come together on a weekly basis to vote and veto policy. Citizens outside major or minor groups like unemployed, beggars and fringe groups do not get to take part in the communal decision making.

    Defences

    A three piece, medium sized corundum reinforced collection of stone walls. About 250 trained soldiers and archers.

    Industry & Trade

    The merchants guild of Eilisem trades mostly in Corundum and import a lot of Ironwood from their close neighbours Fletchgard. They are self sustaining when it comes to food, and have some access to water due to nearby rivers from Craggy Step, but the Winemakers have weekly caravans that travel to the edge of The Backbone to gather cleaner water. This is mostly due to the quality of water and is primarily used for wine.

    Assets

    Large farmlands in and around Craggy Step. Several corundum mines. The Elchester university, a minor university for Sages, acolytes of Ioun and Arcanists.

    History

    Eilisem was originally a Dwarven city that came from The Hollowstone Ridge, but due to the quick influx of human settlers it became an even split amongst the two races. Throughout the years the city has seen a great expansion from about 40 dwarves to about 5000 dwarves and humans. The main reason is that Craggy step is one of the only places that carries Corundum which gives Eilisem a lot of trading power internationally.

    Tourism

    There is little to no tourism in Eilisem as it is hidden away from most major roads and routes.
    Founding Date
    Early 800 AAR
    Alternative Name(s)
    The Looming Shadow, Glimps of Daylight,
    Type
    Town
    Population
    5190

    Eldar Pave

    Human paladin with a Vengance Oath towards these ratchet dragonborns.

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    Elder of Modein

    An Elder of Modein is an honorary title in the Twained Empire that is given to the highest ranking member of the Tyr'ian Church. The chosen Elder is elected by the council of the Sanguine Six after a collective meditation ritual where they lock themselves in a air tight room for 7 days and chant endlessly The Elder Text of Tyr  until Tyr gives them visions of who the new Elder is. Afterwards they award the title and the chosen one (often a man of already high faith and stature within the community) is sent to aid the Twained King in decision making.   The current Elder, Melder has served for 63 years and has become an icon for the slums of Reun as he can often be found working together with the local faith (often Pelor and Illmater organizations that help feed the poor). He is a devout idealist and works together with Dalas Duin the Second to equalize the current economic crisis. Melder used to live in the slums and was a high ranking member of an early union uprising before the Sanguine Six chose him to be the Elder.
    Type
    Religious, Special

    Eldil

    Copper dragonborn. Smith. Resistance. Talkative.

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    Eldsbygd

    Is a small lumber town east of the Maidwell Waters. It is said to have been a small settlement of nomad dwarves that came from the now abandoned Hollowstone Ridge. No one knows exactly how it came to be known as Eldsbygd, but rumour has it that it was named so by a friendly stone giant. This tale is believed to be false. The town has no major traderoutes or connections to any of the larger cities or empires around. It has not been involved in any major happenings.

    Demographics

    Human, dwarf and goliaths are the main inhabitants, but there are a scatter of other races.

    Government

    Currently the head of the village is the Dwarf Camille Borderworth. The Head of the village is elected on a two year cycle and has weekly town meetings where the populous voices their concerns. Afterwards the head will take a three days to decide how to respond to the concerns.
    Alternative Name(s)
    Oldtown
    Population
    268

    Elemental Transference

    Elemental Transference 4th level Tethergy Spell   Casting Time: 1 action Range: 120 feet Components: V.S.M Duration: Instant   Description   You target a body of elemental force no larger than a 10ft square and an object or creature within range. The elemental force dissipates and the object takes 8d6 damage of the type you dissipated. A creature must succeed a Con save or suffer 8d6 damage of the same type you dissipated. The types of elemental force you can target include: Acid, Cold, Fire, Lightning, Poison, Thunder.   If you target an elemental creature of the types you can target, the creature takes 8d6 force damage and you can target a creature or object as normal.

    Eli

    Small Non-binary halfling with a sour attitude due to the party awakening her and forcing her out of her apartment.

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    Elliot Armguard

    Older gentleman with black greasy faded blonde hair and a pockmarked face. Smith at Tamariels Memory and husband of the deceased Chien Armguard.

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    Elves

    The Elves of Ol Andem are far and few between and there are only two major Elven cities. A High Elf city called Chimeran which fades inn and out of the Feywild and the Wood Elf city of Amaren located south of the Glistening Expanse.   Elves live for a long time which is both a blessing and a curse. Their long lives make them knowledgable, wise and trained, yet makes them distant, jaded and lacks an understanding for the importance of the now. Young elves are often excited and adventurous, older elves tend to spend their times reading, practicing and making beautiful pieces of creation.   Elves often live in and around the forest as they have a strong tether to nature. Many elves live druidic lives spending their time tending to gardens and animals. Some elves spend their days trying to solve the higher mysteries of magic and the weave.   One notable Elf in O'l Andel was Ire Galloway who started the Galloway university.   Elves live all over O'l Andem, though not many in numbers their old age tend to make them important and impressive members of the cities where they live. There are seldom Elf beggars of mummers.

    Emeran

    Emeran was starte in whatever after the fall of the The Battle of the Baltican Forest.

    Emerant

    Population: 12,400
    Region: Southern Elucidien, North of Stonegrave Bluffs
    Government: Elected Merchant Council
    Known For: Maritime trade, island contracts, salt and slate exports, shipwright guilds
      Tucked against the rocky coastline of southern Elucidien, Emerant thrives as a coastal trade hub and launchpoint for travel to the resource-rich islands of Etsi, Di’ock, and Calum Isle. These islands, each home to rare minerals, fertile fishing waters, and unique plant species, have turned Emerant into a contested seat of influence among merchant families, coastal guilds, and colonial contracts.   Though not a military power in its own right, Emerant holds enormous economic leverage. It controls most of the charter rights, ferry routes, and shipping registries to the islands, and operates the Dockmaster's Ledger, a coveted permit book used by nobles and privateers alike. Several shipwright families have become wealthy enough to rival nobility, and their shipyards line the southern cliffs with cranes, scaffolds, and keels always under construction.   Emerant’s harbor never sleeps. Gulls scream above piles of drying salt and crates of slate tiles. Harbormasters argue with fishmongers while mercenaries guard cargo bound for Calum Isle’s southern iron pits. The city's culture is defined by negotiation, timed tides, and the cold salt wind that brushes in with every returning vessel.
    Alternative Name(s)
    The Bastard Son, The Fourth Memeber
    Population
    12,400
    Inhabitant Demonym
    Emerans

    Emnas Firebrod

    Clad in brown leather with long red hair and a slender face this jaded dwarf is part of the broken Valor. She found common ground with Aaliyah about their broken cast out pasts.

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    Ephraim the Good

    Orcish priest of the Allfather who sold the party some Holy Water

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    Erming Trogdot

    Mr. Garnielles undead helper

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    Escala

    A young female student at the Beastiary Consult.

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    Essa

    Goliath Drummer in the Grape Escape, Olidammara worshipper

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    Estera

    Human female with fine clothes and long blonde hair. Was having similar dreams as Aaliyah and lead the party to Penelope Westwind during the Oakwood crisis.

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    Etherborn

    Description When a child is born near a surge of ether energy, there is a chance that the child might become imbued with the ethereal energy. The child has the appearance of whatever race it is born as and gain most of the general traits like age, alignment, ability score improvements (Humans get +1 to two different attributes), size, darkvision (if any), language and speed. Special abilities granted by race however are not and is changed to the Etherborn abilities. The Etherborn will through childhood develop several ethereal traits. Several Etherborn gain blue tinted hair, light blue eyes or slight shimmer to their movements as their body start transcending to another plane.   The Etherborn have a tendency to become outcasts due to their rare nature. Several entities hunt Etherborn for their blood to use in concoctions and rituals, so many Etherborn become hermits or vagabonds, seldom revealing their true identity to others. The fear of being found by The Coalition or The Chromatic Order means that many parents to Etherborn children skip town or abandon them. So there is a tendency for these children to grow up as urchins or charlatans often working in brothels or in shady bars to get by. Etherborn children that grow up with parents around their own community tend to take on the culture and etiquette of said culture. So an elven Etherborn will act elven or a dwarven Etherborn will act Dwarven and have a name appropriate to their feign race.   Traits   Ethereal Existence: An Etherborn has the ability to evade attacks by entering the ethereal plane. As a reaction to being hit with an weapon or spell attack the Etherborn enters the ethereal plane for but a second evading all damage. This feature is regained when finishing a long rest.   Soul Bound: The Ethereal body is stronger for Etherborn than for other races and so have a higher chance of escaping a deadly blow that would wound the soul. When roling death saving throws you gain advantage one the first saving throw you roll. This feature can only be used once and is regained every 3 days.   Tight Tether: Abilities that would involuntary move you, like the push attack, or being grappled by a large or smaller creature is lessened by 10 feet due to your strong ethereal tether.

    Etherborn Sorcerer Subclass

    Ether Manipulation Starting at 1st level your innate knowledge of the ethereal realm makes your cantrip and spells a force to be reckoned with.  
  • When you cast a cantrip on your turn you can choose to target the creatures soul
  • instead of its physical manifestation. Instead of dealing the normal damage type you can deal force damage. When you choose to deal force damage with a cantrip, even if you miss or the creature makes its saving throw you deal half the damage.  
  • At 6th level you learn the Magic Missile spell if you don’t already know it, your innate
  • expertise of the ethereal realm makes this spell even more potent and each missile deal extra damage equal to your proficiency bonus.   Armor Ethereum Starting at 6th level you learn the Mage Armor spell if you don’t already know it. You can cast this spell once without expending a spell slot. This casting of Mage armor is more potent that regular Mage Armor and equals 15 + dexterity. Once you use this feature you cant do so again until you finish a long rest.   Existence in Firmament Starting at 14th level you gain the ability to transcend the regular limitations of the material world. You don’t sprout wings, but rather gain the ability to walk in the air as if walking a flight of stairs. You gain a flying speed equal to your movement speed.   Soul of Ethyrean Starting at 18th level your mastery of the ethereal realm gives you access to several special Thetergy spells listed below.   Ethereal Shackle, Weight Exchange, Elemental Transference, Bound Lethargy, Binding Tether, Pneumatic Equilibrium.

    Ethereal Shackle

    Ethereal Shackle 3rd level Tethergy spell   Casting Time: 1 action Range: 30 feet Components: V.S Duration: 1 minute (Concentration)   Description   You bind the hands of a target together with a plethora of ethereal tethers. A creature must make a Wisdom saving throw or be unable to cast spells that require somatic components for the duration. A creature can use its action on its turn to break the shackles with a wisdom athletics check versus the spell DC.

    Exerpt from The Tales of Loche

    Cuts deep like oceans echo, the crescent-shaped blade slit Doran Loches throat. Quick, his body slumped against the alabaster floor of the Reun castle, blood soaking into the crevasses between the tiles. A numbing silence caught the soldiers fighting nearby, their duty cut short before them, their king forlorn. The air grew malaise as the soldiers one after one dropped their weapons, sending them crashing to the ground. Sounds of clashing metal grew into cries of victory, which grew into solemn mourning and were then forgotten. The Loche family was no more, and an era of peace was upon the Reunian countryside, as it had been once before. The statues and monuments of the Loche family line were demolished and replaced with depictions of the new king's line. Songs were written, plays were acted, tales were told only to fade into obscurity, forever forlorn the Loche line lay in shambles. To the new dawn rise Queen Nianna Mahelecho, The Steadfast Conquerer.

    The Tales of Loche describe the Royal family, Loche who ruled Reun from its conception to the year 478 AAR. It is written by the famous historian Mogath Dawani.

    Exhana The Terror of Helften

    Half Dragonborn half machine. Exhana is the twisted doctor behind a lot of the research on Pneumatic Energy. She is also a sadist who loved to experiment on humanoids.

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    Fae

    Half Elf Elder in Riverview. Works for Father Elijah

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    Firbolgs

    Firbolgs are large furcovered humanoids, some have tails while others dont.   Firbolgs mostly live in and around nature and tend to stay away from cities. Firbolgs have an innate connection to all things natural and often feel obliged to defend or protect the natural order. Firbolgs often live in farming communes, often quite small, with a tendency towards nomad lifestyles.   A lot of Firbolgs also live alone as their long lives and innate ability to connect with beasts and plants give them more than enough social connection to be satisfied. A firbolg might seem nice and friendly but will often take hostile action if its homestead should be under threat.   Firbolgs are often druids, paladins or clerics dedicated towards lives of protection. Most are ideological hardheaded and tend to be incompatible with certain other humanoids of less "noble" lifestyles.

    Fletchgard

    Fletchgard is a Dwarven city, based on the foot of a mountain in The Backbone mountain chain. Most of its inhabitants belong to a sub-sect of Moradin's faith that believes that the usual dwarven method of digging deep into the mountain's core is a path to destruction and that only the adaption to the normal above ground living can lead to true long-lasting prosperity. Fletchgard's population has stagnated over the years as the city lies far from the coast and is the target of many Hill Giant attacks. Over the course of history, Fletchgard has remained docile and has had little to no impact on the rest of O'l Andem.

    Demographics

    99% dwarves. 1% other.

    Government

    Fletchgard is ruled by the founding clan Timberland and has stayed under their rule since its conception. The clan is large in size and about 10% of the inhabitants of Fletchgard have the name Timberland. A council of five figureheads from clan Timberland are chosen to rule by a city council consisting of overheads of all the other clans in Fletchgard. A council figurehead can be disavowed from the council if voted off by the city council in a yearly election cycle.

    Defences

    Fletchgard is constructed in segments of large hills contained with large timber walls.  These walls are almost impenetrable as the dirt on the other side pushes back against rams and catapults. Fletchgard Dwarves are known for being great bowsmen and have an elite unit called The Giantsbane.

    Infrastructure

    Though Fletchgard is a city built on the premises of not mining deep into the core of the mountain, they do still mine out resources, like Scorchrock and Silver. They use the silver to pay for resources from Eilisem.   Another large part of Fletchgard is their impressive lumber mills and their affinity to build structures with the different trees of the nearby forests.
    Founding Date
    ca 200 years AAR
    Alternative Name(s)
    Timbersted
    Type
    City
    Population
    25 100

    Florian Kettledrop

    Florian Kettledrop (a.k.a. Tometiller, Vialkeeper, Nunnaree, Rakish)

    Florian Tometiller Vialkeeper Nunnaree Kettledrop Rakish, usually introduced as just Florian Kettledrop, is a 22-year-old halfling working as a research assistant, housekeep and muscle at Rakish' Research Workshop.   Having been picked up from a orphanage around seven years old (estimate), Florian has been raised and employed since 8 by Rakish.   Recent events have made Florian come to terms with being an Etherborn; born to mysterious circumstances relating to a planar anomaly. With no knowledge of his parents or how he has stayed oblivious to his being for so long, he has a couple of questions for his guardian/employer should he find them.

    Physical Description

    Body Features

    Matte ginger hair which flares with light blue when using racial features.

    Freckles on face and arms, similarly glows blue at times.

    Florian Kettledrop has been raised as a research assistant. He lives for learning all about actual people and their culture, and most valuable of all halfling culture. With Rakish gone, he sets of into a large world.

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    Foreman Willem "The Lash" Dragg

    One of the main three supervisors at the Coked Coal Refinery. A skeletal figure of older stature with white, balding hair. Carries a steel-plated cane, both a symbol of rank and a weapon. Known for lashing the knuckle draggers at the Coked Coal Refinery.

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    Fort Agar

    Fort Agar started out as a scouting outpost up in the backbone to keep a close watch on the monstorous tribes living there. After being attacked several times throughout its exsistence it went from being a small outpost to a fort. several hundred years later, after eradicating the nearby tribes and becoming dormant the fortress was repurposed as a low to medium security prison. Due to its location and harsh surroundings security is mostly laxed and those guarding it is often lowborn guards with no family name or power of influence. It is technically a part of Loudwater, but since it is so far away from civilization Loudwater has no real jurisdiction there. The prison is run by General Camille Tsao, who is known for being both cruel and hostile towards the prisoners.
    Type
    Fort

    Galadras

    An old stocky Dwarven male from Copperstad trying to find a peaceful place to live out the rest of his life.

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    Galtzer

    The Galtzer is a battalion of infamous soldiers that hail from The Orcish Empire. Clad in the leather made by the beast they slay as their introductory ritual these warriors are the most elite that the empire has to offer. Tactics are secondary to raw brute force. Facing these foes in battle is a surefire way to lose your life. Tattoed with runic powers that make them as good as invincible, equipped with large two handed weaponry that only giants may wield, few have survived encounters with them.
    Type
    Infantry

    Gamdring Firebrod

    Gamdring is one of Dwalins three councillors whom help run Dwalinstad. It is discovered by dissident movements and some renegades that he is indeed a high ranking dragonborn operative working to undermine the city and has done so for quite the long time.

    One of the three dwarves that sit on Dwalins Council. He is clad in dark robes with golden seams. His fingers hold several large jewelled rings and around his neck hangs two large gem encrusted necklaces that intertwine. He has a portly figure and a wide face upon which sits two beady black eyes.

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    Gemlight

    Gemlight is a large deep gnome city based west of the Ashfell in The Nihilisolis. The city is seperated by large tunnel systems that leads to the different districts. Navigating the maze like tunnels can take years for non Svirfneblin to learn and non tend to stay long enough to actually get acquainted. The city gets its name from the thousands of sapphires that protrude the stone around the city. These sapphires are illegal to mine and any attempt to do so can be punishable by exile or maiming. The Sapphires have a religious meaning to the deep gnomes and is said to be a blessing from Garl Glittergold himself. It has trading relations to the HMA and the ETA and deal mostly in gemstone.

    Demographics

    Though a good 99% of the population consists of Svirfneblin you can find the occasional Duregar or Dwarf. Other races have a tendency to need both sunlight fresh air once in a while and so the congested dark space drive sun dwellers (svirfneblin name for humanoid races in the overworld) insane over prolonged periods of time.

    Government

    The government structure of Gemlight is rather easy. There are five major families that control and govern the city through weekly meetings lasting a couple of days. Svirfneblin have a rather relaxed relationship with politics and are mostly okay as long as they get to mine and cultivate their passion for jewellery and all things shiny.

    Defences

    The Svirfneblin military mostly consist of novice level wizards and arcane spellcasters. Deep gnomes tend to stay quite isolated and are therefor less involved in global scale politics. The military has a set of rules that dictate that violence is a last resort. Whenever a hostile creature is approaching the city the main focus is to use illusion and enchantment based magics to lure it away or tricking it into believing that the army is much bigger than it actually is. Deep gnomes like their overworld cousins are extremely mischievous and have incredible ingenuity and so the main entrance points to the city are jam packed with traps and contraptions made to thin out herds of hostile creatures.
    Founding Date
    Late Second Age
    Alternative Name(s)
    The Aldrohas (Gemlight in Undercommon)
    Type
    Large town
    Population
    6439
    Location under

    General Shakar

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    General Shakar

    A silver Dragonborn with lots of scars and two cut off horns in a fine magical chain mail and many medals

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    Geralt The Squirrel

    A Squirrel who was shot and killed by Krom during their hike from Dwalinstad to Hillsted. It was skinned and eaten afterwards.

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    Gnomes

    Gnomes, above all, believe in work. Not hard work done by muscular orcs in mines, but smart work, done by engineers and scientists who make machines and concoctions. Gnomes are innate tinkerers and their curiosity is second to none. The promise of mystery and problems is a surefire way to invite Gnomes. Most gnome societies are built upon automation, a marriage between spellwork and engineering. Their infrastructure is often so efficient that their cities though created later than other nations have far surpassed their capital.    Nations like The Black Steel Hills have over the years bred a nation of capitalist Gnomes known for their ventures into business and market, while towns like blueberry village, have become renowned for their masterful spellcaster and mages, and ventures into the supernatural.

    Basic Information

    Anatomy

    Gnomes stand about 3.5 feet tall with compact humanoid bodies. Their skin has a tendency to be on the greyer side and they often have vibrant eye colors.

    Ecology and Habitats

    Gnomes are natural problem solvers and have therefore made their bed wherever they need to. Gnomes live everywhere, which is why so few pure gnome cities exist.

    Goliaths

    Goliaths are rather rare in O'l Andem. Mostly living as mountain clans along the south and west border Goliaths have a reputation for being wildmen or barabrians. However, Goliaths have cultivated tribes and homes in and around the cities of O'l Andem. Strong workers with hard working ethics have caused them to be prized workers for anyone willing to pay. The Orcish Empire have embraced Goliaths into their houses do to their honor and strength. Goliaths often find work as mercenaries, low skill high intesity work like dockwork, lumberjack, sailors or even as personal guards of great houses. Goliaths are known for their love of physique and training, and they look at traits of strength and dexterity as honorifics to strive towards.   Goliaths have no major presence anywhere, but most smaller tribes live in The Backbone or similar mountain ridges. There have been some reportings of small Goliath raiders who live a nomadic lifestyle plundering smaller villages or goblin tribes.   Goliath clothes are mostly animal based as their high alltitude lifestyles gives little way to natural clothing like linen and silk. All parts of an animal is used, be it for decoration, food, clothing, housing and utensils. Tribal Goliaths often leave behing gold, silver and non usable metals as they have no use for it. Weapons, clothing, food and slaves are the main reason for Goliath raids.

    Goram Berhinger

    Halfling man clad in a white plaid shirt with baggy pants, a green hooded cape and brownish leather boots. He has a scraggly unkempt beard and long brown hair that hide beneath the hood

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    Gralak

    Vens Half-Orc sister and a fine cook

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    Gramok

    Old dwarf with a wrinkled face and a broken nose. Works in hillsted, mostly at night.

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    Greenpeak Moutain

    Green Peak Mountain is located west of Dwalinstad, forming part of the lower basin of the western shelf range. It stands at an elevation of approximately 7,100 feet and is primarily composed of dolomite, shale, and sections of metamorphosed limestone. The mountain is most notable for the green hue that tints its upper ridges and summit throughout the year.   This coloration is due to the presence of a rare lithovorous algae, Chloroclyptus erosa, which thrives in the thin, mineral-rich water channels that run across the exposed stone. The algae feed on calcium carbonate and silicate compounds in the rock, gradually wearing down the surface over time. The erosion is slow, estimated at less than 1 millimeter per decade, but consistent, leading to the distinctive etched and pitted texture observed on exposed cliff faces.   Despite the slow degradation, the algae is not considered a threat to the structural stability of the mountain. Its presence has drawn limited academic interest from alchemists, druids, and biogeologists. Several attempts to transplant Chloroclyptus erosa to other regions have failed, likely due to its dependence on the specific mineral composition and microclimate of Greenpeak.   No major settlements exist on the mountain itself, though small seasonal camps have been reported near the base by herders and surveyors. A smaller, now abandoned settlement, Hideskeld, used to live by the base of the moutain, but the town is now a ghost town of rotten wooden structures and echoing caves.

    Greg

    Vens gnome mother and a satisfactory taylor.

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    Greys Disease

    Greys Disease is a condition that afflicts people recently cured from being petrified. Any humanoid creature that has been petrified for a long period of time and then been brought back has skin infected with tiny fungal clusters that make the skin itchy and irritated. Though not dangerous or harmful it can be irritating and gives the skin a grey tone from where the ailments get its name. The longer a target has been petrified the harsher the rash and darker the grey.     Greys disease usually disappears over the course of a year depending on the time spent petrified. Ointments like Lesser Restoration potions and Allymond's Reliant Draught will cure the condition overnight.
    Type
    Bacterial

    Grondar Beerfull

    An older corpulent orc with an apron and chefs hat who owns the Lucky Lake Rat in Darkweld

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    Gurma Nagash

    Well clad Orc gentleman archivist and owner of the archivist lounge. Clad in a deep indigo and red coat with silver plated tusks.

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    Half-Orc Female Sleepless Guard

    Greeted the party at the gates of Reun and sent them to Mr. Garnielle

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    Halfdam

    Vens halfling father and a fine farmer

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    Halfling Merchant Association Courier Old Halfling Woman

    Old woman with white curly hair. A fine leather tunic and a golden compass, working as a courier who game Teel 3 copper and delivered a letter with 12 gold from Teel to Lizz.

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    Halflings

    Peace with every step. Most halflings are innately peaceful and care not for the wars and conflicts of the world. They would rather spend their time tending to their gardens, make food, debate spiritual or theological topics or simply rest under the love of the sky. Their communities are heavily influenced by their religious beliefs and ties to their creator Yondalla. There are of course halfling communities that differ from this generalization like The Halfling Merchants Association, but they are far and few.    Live, Laugh, Love

    Basic Information

    Anatomy

    Halflings stand 3.5-4 feet tall and have large feet. Other than that they look much like tiny humans. More interesting than their physique is their spiritual garments and accessories. Most halfling expresses their spiritual and theological beliefs with the use of complex piercings, rings, and necklaces. These accessories often signify which family they belong to, what church they go to, what rank within the religious community they have, if they are married and to which family it is, and a lot of other facts about their lives. Learning the meaning behind every combination of jewellery can take years of study. They are also often clad in fine robes with colourful expressions.

    Halfnils

    Vens younger brother and a damn good hackysack player

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    Harrowing

    In the depths of the The Nihilisolis wanders a shallow shell of what once was man. A husk of humanoids long since forgotten. Left to rot and torment in the cold, dark and maddening caves these humanoid died, their ghastly spirits drenched in hatred of living. These creatures are called Bodaks.   When a Bodak tries to consume a humanoid creature, it's frigid putrid lips suck the life from every cell. If a creature is lucky enough to escape a Bodak after being in contact with it's lips the creature's skin might become infected. Those few who have survived and gotten the infection call it harrowing. There is no scream powerful enough to describe the pain of your body rotting in real time. Only way to stop the infection is with powerful healing magic or to cut off the infected part. Once someone is fully withered, a new Bodak is born, ready to continue the horror.

    Helften

    The halfling city of Helften was a prime example of how prosperous the ideal of theology and peace can be. Their holy gardens were second to none and their spiritual journey spanned far beyond what other races could ever dream of. No culture has ever been so close to their diety than Helften. Helftens economy focused on inland farming, fishing, and infrastructure. Instead of burning down their forests to use in machines like other nations, they built amongst the forest incorporating it into their structures. As followers of Yondalla, their gardens were large and beautiful, managing to grow flowers and herbs that are rare. Helften mostly consists of small houses amongst miles upon miles of forests, gardens, waterfalls, ponds, and wildlife.

    Demographics

    99% of the inhabitants are Halflings, the lifestyle and religious aura typically keep other races from settling though there are occasional humans and elves than end up settling down looking for peace and quiet. Halflings don't mind this and actively encourages other races to find Yondallas love

    Government

    Helften is a Theocracy that is led by the Bareil, the high priest of their religion. He receives constant commune with Yondalla and speaks her message to his Ulitzh (Priests) and they to the community through mass gatherings. These Ulitzh also function as judge and jury in the rare cases that a halfling commits a crime. In larger crime cases a criminal is brought before the Bareil to be judges by Yondalla herself, through the Bareil.

    Assets

    The Immaculate Gardens: Found throughout all of Helften are gardens so pretty and unbelievable that one could lose oneself in them forever. People from all over the world travel to Helften to see these amazing creations. It was said that a night in the garden of Helften would give you another ten years of life.   The Kaien Relics: The Kaien relics are a three-piece set of multicolored Cornucopia that were said to be made by Yondalla when she roamed the material plane. These relics were spread out in three different churches and were used to consecrate new Ulitzh and Bareils.   The Holy Omakka: Is a vial of pure weave from before the Arcanum Revolt. It is one of the most prized possessions in all of O'l Andem. The vial is a small see-through crystal object, and the energy within is an ever-changing multicolored expansion of thought. Whoever looks at it sees whatever they want in it. It is pure imagination and creation. Only high ranking members of the church are allowed to hold or touch the vial.

    History

    During the Dragonborn occupation large portions of Helften was burned down and destroyed. The once green gardens turned to decay and sorrow and the Omakkenites lost their hope. Two oft he three Kaien relics were stolen and haven't been seen for hundreds of years. After the occupation had ended the Halfings moved further north and founded Seaferrow village which is slowly expanding into the ruins of Helften.

    RUINED SETTLEMENT
    1547

    Alternative Name(s)
    The City of Enlightenment
    Type
    Large town
    Population
    450 000
    Inhabitant Demonym
    Helftyns

    Hellscorn

    Hellscorn is a thick black sludge that is left behind when a hell hound is killed. It stinks of rotten eggs and rancid meat and is boiling hot to the touch. It is used as a salve on open wounds that festers and absorbs into the bloodstream. The high is filled with vivid hallucinations and is long-lasting; people who have used Hellscorn can have relapsed glimpses of hallucinations from time to time long after the usage of Hellscorn. It is highly addictive and people who are users of the drug can be found with cut marks on their bodies. People under the influence of Hellscorn are either completely relaxed and uncommunicative or rabid like caged dogs. A dosage of Hellscorn can be worth up to 150 gold per ounce.
    Odor
    Rotten eggs and rancid meat
    Taste
    ashy, like a piece of coal
    Color
    Dark Black

    Helna Lighthammer

    High Priestess of Moradin. Clad in fine white and blue robes with several adornments upon her head.

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    Hideskeld

    A small dwarven mining town based west of Greenpeak Mountain. It is not affiliated with any other dwarven cities. To the nearby villages it is the main source of jewelry and iron.
    Type
    Village

    Hillsted

    After the great purge, a figure known as Leylan rose to prominence. Through her structuring of a new government, the rebuilding of farmland, and socialistic ideals where everyone shared the riches of the old, the city was rebuilt. She gained the nickname The Beggar King. Though the city still lies in ruin the community has become a spiritual and communistic ideal that is growing slowly but steadily. Leylans work with the marshland outside the city has become a vibrant grassland.

    Government

    Theological communism: The city is run by a spiritual leader that has seized the means of production for the workers. With a focus on simple tasks and work the once poor miners and drunken gamblers have turned their lives around in the name of community and Chauntea. Leylan distributes work to all who wants, not under a hierarchy, but as equals with the rest of the workers, everyone gets their fair share.

    Infrastructure

    The city now thrives off of farmland and small fishing camps along the lake.

    History

    Hillsted began as a mining town when early settlers found gold in the hills. This early influx of riches made Hillsted an immediate success and immigration continued steadily for many years. The city flooded with migrants selling their former land, tracking across the marshland to find their luck in Hillsteds gold. Little to their knowledge, the gold trickled to a small stream and the gold veins were empty within years of mining. A city of gold built atop a hill of mud. The cities growth stagnated, but the hierarchy grew larger with a large Populus of homeless and unemployed. Once miners that no longer had anything to mine. The City became a grimed gamblers den where people either became rich or dirt poor. The capitalist Able Verridian rose to prominence after a few smart purchases of land and some good old fashioned subterfuge. Under his rule, the city withered with corrupt soldier activity becoming prominent. In this town money was everything.   In the year of 1576 After the arcanum revolt, the city went into flames in an event now called the great purge. From beneath, the city crumbled and fire erupted, the city becoming a ruin in mere minutes. After the great purge, all forms of government fell apart and the walls splitting the rich from the poor fell. The slums revolted and started killing and looting taking their riches for themselves. Chaos ensued.

    RUINED SETTLEMENT
    1576 after the Arcanum revolt

    Founding Date
    1189 after the Arcanum revolt
    Alternative Name(s)
    Hornhill
    Type
    Town
    Population
    2300

    Imma Justice Immerta

    Delivery boy that deliverd the box with the ring to Torcoll

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    Iore

    Population: ~22,000 permanent residents, swells to 30,000 during high trade season
    Region: Northeastern Elucidien Coast, Eastern Trade Amalgamation Member
    Governance: Merchant-Prince Cartel, unofficial but uncontested
    Known For: Fine textiles, deepwater ports, bonded debt markets, and the Ink-Law Archives
      Built upon a natural ridge that slopes down into the bay, the city glimmers with whitewashed walls and tiled spires that overlook its deepwater harbor, the only one on the coast capable of holding the leviathan-class dreadbarges that haul ore and grain from across the eastern seas.   Iore’s ruling body is not official in any charter, but it needs no ceremony. The Merchant-Prince Cartel consists of seven old houses whose banners flutter atop the tall counting towers overlooking the exchange floor. They rarely appear in public together, but their decisions shape rates, trade routes, and debt law throughout the region.   The city is famed for its textile workshops, particularly those spun from imported Etsian silk, and caligraphic law schools, where scribes are trained to craft contracts with ink brewed from storm squid and sea-cured driftbark. These documents are legally binding not only by civic law, but often magically, their words warded against falsification.   Iore is the most aggressive member of the Eastern Trade Amalgamation. It pushes for expanded tariffs on inland rail freight, and has funded three private expeditions to establish footholds on Di’ock and Calum Isle. This ambition often strains its alliances, particularly with Sleetsted, whose fisher-unions distrust Iore’s lenders.   Foreign merchants describe Iore as “efficient.” Locals describe it as “precise.” Everyone else, when speaking plainly, calls it “ruthless.”

    Ire Galloway

    Riellix (a.k.a. The Eversight)

    The famous Elven philosopher and historian Ire Galloway is known for his theories, the Divine Gate Conundrum and the Weave Partition. He is a key figure in shaping the arcanist landscape we know today. Ire originality came to Reun  from Chimeran in the early years after the arcanum revolt to research the event with a small group of arcanists. He rose to prominence after him and his group of researches managed to find evidence for the existence of a divine gate. Though his research was extremely hard to understand and comprehend several high ranking arcanists have confirmed his theory making Ire Galloway one of the few arcanists to gain the title of Riellix meaning "changer" in old Reunian
    Current Location
    Year of Death
    476 AAR
    Circumstances of Death
    Vanished when researching the patterns of purple worms beneath the ivory staircase in the Elfenbone Spine.
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    Eyes
    Redish brown, Beady
    Hair
    Short on the sides, long on the top
    Skin Tone/Pigmentation
    Tanned,

    Ironwood

    Ironwood is a tree type commonly found on the hillsides in the Black Steel Hills. It is often used to make shields and weapon handles. Ironwood is known for its hard, almost impenetrable Heartwood, Sapwood, and Cambium, this in conjunction with its rarity throughout the rest of the world makes it a fairly expensive material. The dwarves living in the Black Steel Hills have sanctioned off most of the area where the trees grow. Careful harvesting and replanting have made it a modest commodity that a lot of larger, well-known blacksmiths use in their crafts.

    Properties

    Material Characteristics

    Ironwood is dense like iron, it barley burn and has a grey coloration to it. The tree itself can grow up to 70 feet and has almost no branches along the trunk but has a lot of smaller branches in the end. They carry rounded matt grey leaves that disappear when autumn comes. An Ironwood Trees are seemingly immortal and no natural dead Ironwood tree has ever been recorded by humanoids.

    Ista

    Human Female fighter in Darkweld

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    Jade

    Older Halfling woman who helped stop the fire from spreading when the Miller in the Industrial district burnt down.

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    Jankin Flintwhistle

    Halfling man clad in a white shirt with a dark brown leather vest. Old friend of Torcoll

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    Jeb Shrub

    Losing fighter in the teethering bull

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    Jeb Shrub

    Losing boxer at the Teethering Bull

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    Jen, Ezra, Jacob, and Millena

    Reun slum children being transported by Alder and Mineros to Riverview

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    Jenna

    Young human woman who was drugged out of her mind in Hillsted. Found new belief in god after talking to Medella.

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    Jesabelle

    Owner of Bits and Bobs

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    Jihar

    Former Artillerist in the dragonborn army. Resistance freedom fighter. Red Dragonborn. Mayhessa's girlfriend.

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    Kahyssa The Illuminous

    Kashetta of the Gilded Greens

    Large Goliath woman fitted with heavy plate mail, a large kite shield and a large mace. Her face is pale white and she has several tattoos on her face; she has no hair upon her head.

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    Kevin

    Deadly handsome, with a chiselled jaw and large muscles, this hulking giant of a man is kind, friendly and always ready to help. Loved by everyone in Hillsted and Vens best friend.

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    Kimmeran

    Handome young Halfling who tricks the party into believing he was a Seaferrow noble. worked at Alliteps inn. Died during the Oakwood crisis.

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    Kinling

    A Kinling is the leader of a Golds Gallow subgroup. Kinlings are appointed by the leader of the golds allow and are branded with a special insignia to certify their loyalty to the golds shallow. Members caught with this insignia are killed on the spot unless the guard in question is on the Gallows payroll. Being a Kinling harbors responsibility, it can be both lucrative and fulfilling within the organization but is also extremely dangerous. Not just any regular Gallows member can become a Kinling. One must go through a sequence of tests all of which are unknown to the Kinling, and can happen at any time and place. These tasks are never set in stone and are chosen by the Head of the organization to test Kinlings adaptability and creativity. Those who make it through can enjoy the benefits of power and success.

    Responsibilities

    A Kinling oversees the business part of a subgroup within the Golds Gallow. This may include adopting new members, add new schemes, expand the underbelly, and pay off guards and constables. He is in charge of all those under him within this subgroup and is in charge of making plans and organizing crime

    Benefits

    Kinlings are owed a tithe of what the subgroup earns on a yearly basis. This tithe is not set in stone and one's performance as kindling may reduce it below a tithe or may grow. To say the least a tithe of a subgroup would be well enough to secure oneself a nice humble abode in the cloud top district along with fine wines and freshly hunted meat every day for a year.

    Grounds for Removal/Dismissal

    When a Kinling performs badly over a long period of time, betrays the organization, disavows himself, or is captured, he loses the rank of Kinling and is killed by blood draining by the head of the Golds Gallow.
    Type
    Informal
    Length of Term
    Until death or capture
    Related Organizations

    Kornwall

    Kornwall is a gnome portent living in the northern part of Darkweld

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    Kortakh

    Chieftain of Gordoroth (a.k.a. The Maimed, The Broken, The Fixed,)

    Kortakh came to power after he hunted down the former chancellor Crowran The Vicious and challenged him to Karth'pa combat. Tales say that within 10 seconds of the combat starting it was over. A single faint and swing and Crowrans head rolled down the palace halls and unto the streets. He rules with respect and fairness. He is the longest-reigning chancellor to not be challenged to a duel.   Kortakh started his life as an orphan in the streets of Galvar Gordoroth. After years of torment and barley scraping by he managed to get a job as a bouncer for a crime boss, which he quit because of the amorality of the ordeal. He then started selling the meat he hunted by the outskirts of the forest. After a few years of this, he managed to take the place of one of Crowran's guards, but only a few weeks in he was accused of stealing silverware and stealing in orcish culture is worse than murder, for stealing is not honorable. He was sentenced to death. He was taken out back in the forest to be executed by two other guards, but he managed to break free of their grapple and kill them both. He then took one of the dead guards' axes and took to walk the palace steps finding Crowran feasting on Tula berries and Turkey. He challenged Crowran to a trial by combat in which he lost horribly and was exiled from Galvar Gordoroth.   Kortakh trained in a monastery called the Exalted Uthos where he stayed for many years until one day deciding to head back and challenge Crowran once more. This time the story goes as legends tell.

    Physical Description

    General Physical Condition

    Large bulging muscles from years of hard blue-collar labor. Plenty of scars, some more recent than others, some more noticeable than others. Seldom Wears much more than a loincloth and furs.
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    Krom

    A young firbolg from the north, from a tribe in the mountains nearby the Black Steel Hills.

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    Lady Ewneh daughter of kurch, of house glitterbay

    Orc. In her 30s. ~2m tall. Lady Ewneh, daughter of kurch, of house glitterbay. Her branch of the house is mainly tasked with security and military affairs within house glitterbay.

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    Lady Olenna

    Old cat lady who visits The Teelweave from time to time

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    Lakewood

    Southwestern Aridell, on the banks of Lake Ilnov   Population: Approx. 2,100
    Known for: Reedcraft, trollhide tanning, bargewood carpentry, and shrine-keeping
    Notable Locations:
      The Moored Shrine – A floating shrine to the Old Quiet, maintained by a silent order of reed-hooded monks   The Cleftwatch Barracks – A hilltop outpost facing the cliffs of the Maiden’s Cleft, staffed by local irregulars   Selda’s Pier – A waterside eatery and meeting hall with a reputation for smoked fish and suspicious gossip   Korran & Daughters’ Hideworks – A famed tanners' compound specializing in thick leather sourced from trolls and cave bears  

    Summary:


    Lakewood clings to the still shores of Lake Ilnov, nestled against the looming wilds of the Maiden’s Cleft. Isolated but industrious, the town survives through lake trade and the dangerous profession of hide-hunting. Trolls and giant-kin are rare but not unheard of in the region, and Lakewood’s folk wear talismans carved from cracked bones and river stone as warnings.   Most homes are built on short stilts to accommodate the lake’s temperamental flooding. A floating market is held every third week where ferrymen, fisherfolk, and distant trappers barter goods and stories. Lakewood has long held its own customs, many of them rooted in older practices tied to the land before central rule. Outsiders are met with hospitality, but never without quiet caution.

    Legend of the Seventh Sanguine Star

    The myth of the Seventh Sanguine Star is a pre AAR prophecy that foretold of an Etherborn child being born into royalty. The King would hear the whispers from his court about the child's vigorous blood and that it could be used to bring back his wife the queen. In a snap impulsive move he decides to shield the child through childhood from ever learning his true purpose until he has figured out a way to use his sons blood to bring her back. Using all his free time to research the old sacred texts he finds the ritual of the Seventh Sanguine Star. On the day before the ritual is to begin the court wizard send the child into the astral plane where the wizard says he must defeat his own soul to save humanity from what he will become. The king distraught by his sons disappearance tries to fulfil the ritual either way with no effect. A thousand men lie dead on the ground before the king and in a moment of clarity realizes what he has done. In the astral plane the prince decide to not destroy himself but rather find his way out. Traveling deeper into the astral plane he goes on an adventure through a dessert plane, fighting and fleeing from the terrors of eldritch horrors. In a moment of desperation he prays to whatever is listening. The Mother Matron of Change answers his pleas and helps him escape the Astral Plane, but changes his body to become her champion. He returns and kills his father and leaves the city to wander endlessly.   The story deals with the mortal choice of doing what is the correct and good thing to do, but at personal expense. Giving in to personal gain and destroying what's around, or going with personal freedom and choosing your own path, where the outcome is up in the air.

    Leviathan Frigate

    The Leviathan Frigate is a large steel-reinforced upside-down ship with wheels and cannons. It was mostly used by Loudwater in the siege of Loche Castle during the civil unrest of 76 AAR. Designed by then Archmage, Devin Woeless, and Engineer Arman Wallis Tillbuckle Steriliss for defense purposes during the time before the AAR.
    Nickname
    The Land Shark
    Motto
    Rue to follow, woe and anguish

    Leylan Farholm, The Beggar King of Hillsted

    Leylan stands 7.2 feet tall, her body covered in grey fur. She has green eyes and greyish green hair drizzled and unkempt, her smile is large and warm with a great big nose.   Following the divine destruction of Hillsted (known as The Great Purge) in the year 1576, Leylan rose to prominence as a spiritual and moral guide to the survivors. When the great explosion happened Layland was tending to a small garden in the middle of the Sullied Marshes not far from Hillsted. Noticing the great rumbling in the ground and the giant fireball in the sky she traveled towards it in hope of learning what had happened. When she arrived she saw the destruction and decided to spend her time helping those in need. Healing the infirm and feeding the starving. She became a popular figure in the eyes of the poor, and though thieves and looters were common, she judged not. Guiding the misguided and deescalating the angry became very much apart of her every day. After several months of helping rebuild, feed, and tend to the denizens of Hillsted she had managed to create a little community of thieves, beggars, and gamblers now on a path of redemption. When the question of Leader came up, they nominated Leylan, to her bewilderment. she accepted and led the people into a new and simpler lifestyle. In the years following her rise to power, she gained the name the beggar king. Under her leadership, they rebuilt the outer walls and broke down the inner walls, created farms and plots, transforming what once was marshland into fine grassland, and even managed to create a building never seen before in Hillsted, a church of Chauntea, the goddess of agriculture.

    Lilac Haze

    Lilac Haze is an isolated peak rising from the norhtern edge of Dwalinsbluff, approximately 60 kilometers northeast of Dwalinstad. Unlike the surrounding granite and limestone ridges, Lilac Haze is composed primarily of dark basalt and deep-vein obsidian, indicative of ancient volcanic activity. It reaches an elevation of roughly 9,300 feet.   A notable feature of Lilac Haze is the persistent violet-colored mist that encircles its upper slopes and summit. The phenomenon is chemically stable and non-toxic in low concentrations, though it exhibits slight hallucinogenic and irritant properties with prolonged exposure. According to geological records and historical expedition notes, the mist originates from mineral seepage within the mountain’s core. Core samples indicate high concentrations of fossilized organic matter and trace pruple worm poison residue, which researchers have linked to the presence of a massive, fully petrified purple worm embedded in the rock strata near the mountain's center.   There are no active mining operations on Lilac Haze due to unpredictable seismic tremors and the corrosive effects the mist has on uncoated metal equipment. Local wildlife avoids the upper elevations, and there are no permanent settlements nearby.   The mountain remains under survey by the Galloway University and is occasionally visited by geological and arcano-biological researchers.

    Loche Castle

    Loche Castle & the City of Loche

      Once the southernmost bastion of Loudwater’s reach, Loche Castle stood as a lonely sentinel, its black-stone walls rising from the rugged cliffs overlooking the misty lowlands. Built centuries ago by the kings of the Reunian line, its towering keep and curtain walls bristled with ballistae, a symbol of defiance against the lawless wilds beyond. The castle's strategic position allowed it to protect trade routes, repel incursions, and maintain order in the untamed south.   However, as Loudwater expanded, the lands around Loche Castle were settled, cultivated, and industrialized. What was once a remote military outpost gradually grew into a city of its own, fed by a booming mercenary trade, thriving markets, and a steady influx of artisans and merchants drawn to its protection. The barracks of old are now guild halls, and the castle’s vast outer courtyard has transformed into a bustling trade square, where smiths forge weapons, scribes draft contracts, and alchemists peddle exotic wares.  

    Modern Loche – A City of Blades and Banners

      Now simply called Loche, the city has become a melting pot of warriors, wanderers, and wealth-seekers. It is known for:   The Old Keep: Still occupied by the city’s ruling governor—a Loudwater-appointed Warden—but its once-military halls now serve as a political and mercantile stronghold, with merchant-lords and military officers scheming over its grand war table. The Crimson Market: A massive, open-air mercenary and arms market, where sellswords, bounty hunters, and free companies gather to find contracts or sell their blades. Black-market dealings and smuggled pneumatic weapons are whispered of in the darker corners. The Bannered District: A sprawling quarter where many former barracks have been converted into fighter’s guilds, training grounds, and gladiatorial pits. Aspiring warriors, knights-for-hire, and dueling academies thrive here, making Loche the place to find seasoned mercenaries or learn the art of war. The Shadowed Alleys: A network of old hidden tunnels, dungeons, and ruined barracks beneath the city. Some say these depths are now the domain of clandestine guilds, Pneumoclast informants, and heretical researchers hiding from Loudwater’s iron grip.

    Loudwater

    Diversity, Prosperity, Lively. These words ring true in every corner of Loudwater. A port city in every meaning of the word, Loudwater bathes in its diversity. It’s a city for all: from giants to bugbears; to dragon and humans. With a marketplace bigger than most other cities you can find whatever your heart desires. Mercenaries, adventurers, smugglers, and thieves all thrive in the naturally occurring economic ecology. It's a place for hard workers, where whatever skillsets you possess, someone has just the job for you. The city is the oldest city known to exist in the material world, only beaten by Betheriel and Cialmader. Started by a gold dragon named Elendrix of Gold who migrated from Betheriel in the second age, this city stands tall with several floating islands above. People naturally migrated to the city as living under the protection and rule of a dragon was preferable to being killed by the dangers of the world.

    Demographics

    There are no prominent races in Loudwater due to the nature of its creation and leader. All races are prominent, though races naturally aggressive or hostile are less frequent

    Government

    Empire/Autocracy: Though there is a supreme leader that governs the land of Loudwater and its smaller sub-cities, there is also a highly skilled and carefully selected group of people that function as an oligarchy.   The Master of Development, Manos Thanner works with the masonry guilds to approve and oversee all major construction and renovation within the city of Loudwater, as well as larger projects in its sub-cities.   The Master of Arcana, Allas Kienmo keeps vigil over the lawful use of magic within Elucidien, informs the council on matters beyond the mundane, and occasionally works with the University, in Reun.   The Master of Law. Lawand Watcher enforces O'l Andem written law from within the Cloudshade Court, serving as High Judge on grand matters of the court, approving any exalted amendments, and managing the smaller courts across the land.   The Master of Commerce, Endinger Shines works with all major merchant guilds and trading networks within Reun and beyond. They are to maintain a healthy economy, further good trade relations, and watch over the treasury.   The Master of Information, Heppa Godot overlooks foreign diplomacy and maintains a well-developed network of spies and informants throughout the realm and beyond. They are to listen for whispers beyond the reach of the council’s ears and stand ever vigilant for political dangers.   The Master of Defense, Farrion Westland is head of the Loudwater Guard, working closely with the Master of Law to maintain order and peace within the city, and sometimes beyond. The leadership of military might is assigned to the Master of Defense in times of peace.   The Master of War, Carem Till is a temporary position, only filled during times of severe strife and impending conflict. The rest of the council elects the Master of War, who takes charge of the military from the Master of Defense, and all warfare and strategic decisions begin with them. When peace is called, the position is dissolved until required again.

    Guilds and Factions

    The Coalition   One of Elucidiens greatest crime rings, The Coalition has made a name for themselves as thieves, assassins, fencers, and much more. They operate in localized sects called cells where every member is expected to pay a tithe to their local gang boss. Their schemes and structure are second to none only beaten by the likes of the Wild-fire orders. One of the main reasons for the Coalition's success is the cell division strategy. A cell is made up of 3 subgroups all responding to one boss. Neither subgroups know the real name of the boss nor the names of any other members than their own subgroups. like a pyramid, if a stone breaks, just replace it. In recent years they have expanded their empire to include most Elucidien cities and even some cities in Aridell. They have also begun activity in Reun, much to The Golds Gallow dismay

    Tourism

    The Flowing Gardens   One of the main tourist attractions in Loudwater is its flowing gardens. Held aloft in the sky by petrified titans are several large platforms containing gardens with exotic gardens. Water from the gardens flows down in forms of waterfalls into aqueducts that run maze-like to different places in Loudwater. These aqueducts run above the city and are well made with engravings and sculptures keeping them aloft.   The Papal State of Jeonza   As Loudwater expanded in the third age due to its port activity it managed to consume a large Pelorian fortress. This fortress doesn't belong to Loudwater and is technically a separate self govern state led by the great Sunpriest that resides within. The fortress has become a tourist attraction as the architecture on the church within is gothic and beautiful. Politically the papal state has had run-ins with problems from the Loudwater council, but the idea of attacking or undermining a religious establishment as large as Pelor would not end well for either party.   The Sky Castles of Olean and Chrysan   High in the sky above the ground floats two castles held aloft by magic. The two castles are headquarters for rival mercenary firms that are known for being proficient in all forms of work. The main attraction for tourists is their great and well-made halls. Along with the chances for great stories from those who reside within the castles.   The Glitterstone Guildhall   Beneath the cloud top district in Loudwater lies a large mountain like hall of gemstone and rare metals. These glittering caves are home to a gnomish clan of tinkerers that researches the properties of gemstone and metal and supplies the army and state with their research and products. Gnomes being innate capitalists, have tours of their great halls making lots of money from tourists wanting to look at their great inventions and the glittering gemstones within.   The great Illuminus   when the sun sets and darkness falls over Loudwater thousands of lantern-like lights in the sky illuminate the streets. The mild orange glows can be called upon to follow travelers in the night. Tourists have been known to spend hours commanding lights as entertainment.

    Lycanthrope

    Nothing will tear apart a commune or village as fast as the threat of lycanthrope will. The mere mention of lycanthropy can send a village into pure hysteria, and people accused of having the curse have been hanged on the mere possibility of having it. This ancient curse festers inside a humanoid and pulls them down into savagery, a humanoid afflicted by this curse might be able to resist their bestial urges for a time being, but in the end, they all perish into depravity. The inhumanity of lycanthrope comes with the full moon, where all lycanthropes are forced into their bestial forms where they have been known to ravage villages and countrysides against their will.   A lycanthrope is created when a humanoid is bitten by another lycanthrope, they are cursed by a powerful being, or is born of two lycanthropes. Their humanoid nature can only be returned to them via powerful magics, like remove curse or wish. The longer a humanoid has been afflicted with lycanthropy they can grow small resemblances of their bestial forms, like intense eyes that might reflect in the dark, or grow hairier.   Some of those afflicted end up killing themselves to save those around them, some are hanged by the commune if their secret comes out, and some embrace their new darkened existence and hunt those they once loved. Lycanthropes often have to move around the world to stay alive, as once they have fed upon an inhabitant, the witch trials begin and they are likely to be found out.

    Transmission & Vectors

    The curse is transmitted with a bite from another lycanthrope. The wound will blister and burn for the next hour after the incident, the muscles around the wound will begin to spasm and after a while, the whole body will become tense and twitchy. An afflicted will experience an ever focusing sight, growing pains in their spine, and extreme headaches. Their smell might become heightened and their sight might change the color spectrum. Over the course of 24 hours, their bones will crack, their teeth will break and fall out, their muscles and skin will transmute and their eyes will begin to boil, slowly draining from the sockets. Once these 24 hours are over most of the transformation is done and the body has fully adapted the curse, though many have been known to take their own life from the pain alone.
    Type
    Magical
    Origin
    Divine
    Cycle
    Chronic, Acquired & Congenital
    Rarity
    Rare

    Magistrate Harker Blacklung

    A gaunt, skeletal man in his early sixties, with sallow skin, sunken cheeks, and deep-set, coal-black eyes.

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    Male Cloudtop Guard E.G Cordelia Simp

    The cloudtop guard that let Cordelia into the cloudtop district because she cried.

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    Malos Malferent

    Headmaster of the Mystic and Occult Inquiry (a.k.a. Seeping Shadow)

    Unlike most drow who hide in the shadow of the underworld, this Galloway university professor hides in the shadow of his faculty. Shrouded in mystery and secrecy, not a lot is known about Malos. He came to Reun in his early years as a student, was a quick learner, and rose to prominence as a star student under his mentor Deamon Saran (the former headmaster of the Mystic and Occult Inquiry). When Deamon died and left the school without a headmaster for this faculty Wallis Ederman chose Malos as the new headmaster.   Students of Malos describe him as sarcastic with a sense of sick and twisted humor. They also describe him as hard-working, harsh but fair and ever listening. He also tends to work alone and doesn't seem to interact with the other headmasters more than is necessary.

    Physical Description

    Body Features

    An androgynous drow elf with pruned white hair and piercing white eyes. He is clad in tight dark leathers and cloths and is often seen wearing flamboyant silver earrings and piercings.

    Marsh-salt

    Marsh-salt is a coarse, mineral-rich salt harvested from evaporated pools within brackish wetland environments, particularly near the Perished Marshes. It forms when seasonal flooding deposits mineral-heavy water into shallow basins, which later dry under sun and wind exposure. The salt contains trace elements like magnesium, iron, and sulfur, giving it a slightly gray or greenish hue and a sharp, earthy flavor. Locals use marsh-salt for preserving fish, curing meats, and sometimes in tanning hides. It is gritty, slightly damp to the touch, and has a pungent mineral scent.

    Marull Balior

    Portly dwarf with a burnt face and a broken nose. Part of the Broken Valor dissident group posing as a guard for the gatekeepers.

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    Marven Grell

    Iron Ledger leader who knows Teel and kidnapped Perrin Slate

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    Maximillian Gemradok

    Older Halfling elder in Riverview. Works for Father Elijah. Dead

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    Medella Illmatari

    Medella Illmatari

    Social

    Contacts & Relations

    Rafael - Biologisk far Father Elijah   Tyllana - Archbishop Alder - Bishop   Arsenio - Nær venn Mineros - Ilmater cleric in training Jenny - also one of the Gifted Uncle Filip Auntie Gina

    A young cleric of Ilmater who has sworn to help all who hurt and stand up to tyrants. Originally from the slums of Reun, but grew up as part of the Children of the Broken https://open.spotify.com/playlist/0EXTzGaCMm3NS105lEF

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    Age
    somewhere between 19 and early twenties - age is a bit blurry
    Date of Birth
    Unclear, somewhere in "winter" time
    Birthplace
    Slums of Reun
    Children
    Eyes
    Amber/brown
    Hair
    White, short shaggy cut. (more so than her profile image)
    Skin Tone/Pigmentation
    Tan

    Meovha Darillin

    Meovha Darlillin was the youngest woman to be appointed the title of Ulitzh at the age of 20 and later became Bareil at the age of 22 when the former Bareil died of old age. Not long after her inauguration, the Dragonborn occupation took place and Meovha was solely responsible for their surrender, which turned out to be the right call as Helften didn't have a functioning military at the time. Meovha has been applauded for her service during the occupation, both as a leader for the Omakken people, but also for her cooperation with the Metallic Dragonborn Ruler Allashyx Pheredachs. She is well known throughout the world for her sacrifice during the terrorist rebellion of 1529 where a group of resistance fighters named the Thana Los sabotaged a refinery. The resistance was captured and several individuals were sentenced to death, some to be whipped and tortured. Meovha plead with King Allashyx to give her the sentence instead of the resistance, where Allashyx agreed to whip and torture her instead. She endured 700 hours of torture and over 40 sessions of public whipping.
    Current Location
    Species
    Age
    187
    Children
    Gender
    Female
    Eyes
    Light blue, small and squinted.
    Hair
    Thin, white, medium long
    Skin Tone/Pigmentation
    Pockmarked, tan
    Height
    3.1
    Ruled Locations

    Merchant Lord of Sleetsted

    A Merchant Lord is an elected official in Sleetsted that votes on how to govern the state of Sleetsted. All adults that own capital has the right to vote on a merchant to become one of the seven officials in power. Once you have been a merchant lord for 5 years you are replaced by another elected lord and have to wait a term before being able to campaign for office.

    Qualifications

    To become a merchant lord in sleetsted one must own capital, be of legal age according to whatever race you are and must be one of 7 lords that have gained the most votes during the election cycle.
    Type
    Civic, Political
    Form of Address
    Lord Official
    Source of Authority
    Adults that own capital and are citizens of Sleetsted
    Related Locations

    Merinda Ironwill, The Drowned

    Merinda gained power in Darkweld when she killed the former ruler of The Drowned (Gian The Strangled) by tackling him off the Twilight Monolith into the stormy sea below. After several minutes of struggling in the depths of the ocean, Merinda dragged herself out victorious but damaged. Her lungs are broken and every word comes out breathy and strained. Any mention of this brings her terrifying rage. She rules the guild with anger and hate, and has a certain love for the anarchistic nature of Darkweld as a whole.   Her hair is long, fluffy, and white. Her face is covered with scars and pockmarks. She has a rue smile with broken and blackened teeth. She has several pieces of jewelry in her nose and ears and is covered in red, brown, and green garments.
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    Micayla Fishmonger

    Professor (a.k.a. The Tellurian)

    Micayla Fishmonger is the Halflings  headmaster of the Beastiary Consult. The Beastiary Consult is the black sheep of the Galloway university and is often condemned by the academic community for not being truly academic or useful enough. As the newest addition to the university, it is also the least funded. Micayla pays no attention to these factors and is willfully ignorant about the consensus surrounding her faculty. The bestiary Consult deals in the local flora and fauna of Reunian and aims to better understand the ecosystem of the land around. Described as a happy go lucky, kind, and excited young woman, Micayla leads her students with kinship and grounded connected ideals. She works to better the local farmland and to regrow the grassland of the slum area. She often works in conjunction with Dalas Duin the Second  when expanding the borders of Reun as to not upset the local wildlife. Though not as highly sought after or well understood in the grander political spectrum she does have her fans, most commonly amongst farmers, gatherers, and explorers.   In the later years of her time at the Consult she has worked with the rest of the university to give the lectures and curriculum a more academically tied understanding of how nature intertwines with the weave and pneumatic energy. Micayla has in her older become more hardened and less joyful.
    Current Location
    Species
    Year of Birth
    1645 AAR 190 Years old
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    Gender
    Female
    Eyes
    Pure Green
    Hair
    Unkmept, curly, brown
    Skin Tone/Pigmentation
    Light brown
    Height
    4.2

    Mineros Child of the Broken

    Understudy of Alder and the most pious man in the world. Loves Reunian Brown Sugar

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    Missy/Tilly

    Logistics clerk at the Automatons and Automachina who sells black powder under the table

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    Mogdan

    Armorer and smith based in Darkweld. Firbolg with a love for the free market and anti union stances-

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    Molar

    Defences

    Thick heavy stone walls with large square towers made to support archers and ballistas. Along the thick walls are arrow slits for archers and pikemen. The keep is surrounded by two walls of the same nature.

    Moon Sand

    Moon sand is made from filtered and materially manifested weave energy. It is highly dangerous, toxic, and powerful. Those who make it must be hardened practitioners of the arcane arts and to attempt it can be fatal as the weave energy must be channeled through the caster. A simple dosage of 1 gram could be worth up to 2000 gold. It is highly sought after by Dragonborn operatives who use the drug to heighten their magical glyph implant making it stronger.

    Properties

    Material Characteristics

    Moon sand has a beige silky smooth sand-like quality to it. It gives off a small electrical tingle and vibrates with the smallest of touches. It is highly reactive when exposed to fire or high temperature and can have violent turbulent effects.

    Origin & Source

    Sources vary, but the consensus is that it was made by early Dragonborn settler on Wildfire Isle.
    Odor
    Faint smell of phosphur
    Taste
    Has an slight umami taste, like burnt tomato.
    Color
    Beige

    Moonstone Rextherum

    In the depths of the feywild beneath the courts and kingdoms, buried beneath rock and stone, lay veins of glistening golden ore, that when smelted in elemental fire is both malleable and hardy, and when hardened creates a shining beacon of pure gem life. These small metal gems are used by only the highest of elven royalty to signify their class and prestige. Though absolutely useless in spellcraft and masonry.
    Type
    Ore/Mineral

    Mordenkainen The Planar Archmage

    Mordenkainen was the first Archmage to perfect the creation of extra-dimensional spaces. He is known for making several spells along with several magical items. Some spells bare his name, some don't, but many believe spells such as Rope trick are his design. Bags of holding and Portable holes are also his making.   Mordenkainens known life spans 260 years. His legacy was cut short when he vanished in his own creation. Legend tells that Mordenkainen was trying to make spaces within spaces within spaces stacked upon itself, creating a maze-like structure only he could navigate. He vanished while inside his contraption.
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    Mr. Garnielle aka Peryll

    Is a high ranking member of the high council of Reun. He is the master of war and espionage and runs an intelligence network in Reun with contacts in many other places of interest. Garnielle also seconds as a bartender for The Griffon Brewery. Garnielle came to Reun ca 40 years ago due to ideological conflict with The Chromatic Order. The militaristic focus, expansionist ideals and xenophobic tendencies of the people in power drove Garnielle to distance himself from the order and leave Betherriel behind. Due to his prior knowledge and position, he was quickly viewed by the Reun council as a powerful resource. Gaining power and position within Reun, Garnielle quickly started building his own network.   Garnielle is always well-dressed and highly charismatic. Known for liking the finer things in life, he is often seen with lots of jewellery, drinking expensive wine and chatting with locals in his bar. Liked by most, trusted by no one, Garnielle has become somewhat of a mythical figure in Reun. Though his position in the high council is not common knowledge. Rumors are spreading.
    Species
    Age
    Unkown
    Children
    Eyes
    Golden, slitted, sharp
    Hair
    Black slicked backwards
    Belief/Deity
    Bahamut, The long gone second religion of the Dragonborn

    Mr. Garnielle Aka, Peryll

    Mr. Purrs

    Mr. Purrs is a black cat that for some reason has attached itself to the party. Despite being owned by the Tiefling bard Callous, Mr. Purrs has been involved with all the adventures as of yet, to the dismay of certain members.

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    Mud

    Goblin helper at the Cold Brew Inn

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    Mystery of the Bluffs

    The war is raging on and the allied forces are taking heavy casualties. Slowly losing the war, the west are getting desperate for any form of advantage. During recent scouting parties near The Passing (now occupated by Dragonborn and Drow forces), a rise in dragonborn activity in and around the Stonegrave Bluffs has been noted. Several elite teams have been sent to gather further information about the activity within the mountain range. What are the Dragonborns up to?

    Nature Barkskin Woman

    Met in the Maidfair Woodlands near Amaren this mystical figure is curious and terrified

    Current Location
    Maidfair Woodlands
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    Navëd Khadëm

    Navëd Khadëm (a.k.a. Navëd Khadëm)

    Personality Characteristics

    Motivation

    A need to prove themselves

    Social

    Contacts & Relations

    Family: Mother and Father.

    Friends/associates: Jesslyn, Falmer and Julia.

    Religious Views

    Spiritually seeks strength from the patron Deni,
    Generally also prays to the common gods.

    Navëd is a young half-elf born and raised in the middle-upper district of Loudwater, to a human mother and elven father. Recently lost their job as a guard at the Aurum Watch.

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    Nicole

    Brown haired Bones Marrow halfling ferry captain

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    Nights Light

    Is a mushroom that grows in the Underdark. It has a thick white stem with a wide flat white cap, and the gills are a glowing blue which illuminates its immidiate surroundings. These mushrooms are toxic when eaten and produce sickness, vomiting, diarhea and abdominal pain. Adventurers use these shrooms as guiding lights in the everdark of The Nihilisolis. They can be crushed into mush and put into containers which will glow for about 14 hours before drying up and losing its glow.

    Norreamin ''Norr'' Mossflower

    A former guard for the Bedweevil estate, now joins the journey to Loudwater to save all realms.

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    Related Plots

    O'l Andems regions

    Reunian: Reun (The Twained Empire)   Copperstad  (The Twained Empire)   Ragstag Crag (The United Dwarven Clans) (Abandoned)   Oakwood  (The Twained Empire)   The Pinewoods (The Freefolk Affiliation)   Seaferrow Village  (The Omakken People)   The Stone-Shores (Indipendent)   Port Lienna (The Twained Empire)   Hillsted (Ruins)   Blueberry Village  (The Freefolk Affiliation)   Amaren  (Wood elf Settlement)   Bion (The Coalition of Orcish settlements)   Galvar Gordoroth (The Coalition of Orcish settlements)   Dwalinstad (The United Dwarven Clans)   Limestone Chasm (The United Dwarven Clans)         Aridell:   Chimeran (High Elf City)   Umban Thak (The Orcish Empire)   Argh Undt Argh (The Orcish Empire)   Port Werrian (Mixed)   Lakewood (Human and Halfling settlement)   The Granite Studium  (Dwarven Research Facility)   Brown Baron College (Bards College)   Ai-Farrai (Tabaxi Settlement)   Fletchgard (Wood Dwarf City)   Eilisem (Anarcho City State)   Weridia (Human City)   Darkweld  (Anarcho City State)   The Willowwoods (Forest)   Serinne (Anarcho City State)         The Wildfire Isle   Betherriel (The Metallic Capital)   Stillwater Port (Betherriel)   Cialmader (The Chromatic Capital)   The Feral Island (None)         Elucidien:   Loudwater (Loudwater)   Emerant (the Eastern Trade Amalgamation)   Calum Isle (None)   The Passing  (Loudwater)   Di’ock (Sleetsted)   Etsi (Sleetsted)   Noalle (Sleetsted)   Sleetsted  (the Eastern Trade Amalgamation)   Alabaster Isle (Loudwater)   Iore (the Eastern Trade Amalgamation)   Elucidien Isle (the Eastern Trade Amalgamation)   Tambre (the Eastern Trade Amalgamation)   The Halfling Merchant Assosiation (The Halfling and Dwarvish Trade Commission)   Black Steel Hills (The Halfling and Dwarvish Trade Commission)   Bardell (Loudwater)   The Loche Castle (Loudwater)

    Oakwood

    Oakwood is a small farming village located by the opening to the southern Reun gap. Though small in size and population its populace has been stagnant for the last 200 years. Famine, pestilence, and its remote location has made it a fine stop for passers-by, but a terrible slot for those looking for new and exciting opportunities. It was occupied by Galvar Gordoroth and was made a military camp in the 1342 AAR. It was formally inaugurated into the Twained Empereum after its release in 1352.

    Government

    The leader of Oakwood is the baron family line that owns the land, the Westwind family. Currently Penelope Westwind rules in Oakwood.

    Defences

    Surrounding the main market and living space of Oakwood there are wooden walls with small wooden tower structures. There is a small militia of farmers and workers that form a small 34 unit military.

    Omakka

    Omakka is the largest Yondallan religion that originated with the early settlers of Helften. Omakka is heavily linked to the Helften and Seaferrow Village political system as the Bareil and the twelve Ulitzh govern both the theological side of Omakka and the political side of the city. It is deeply rooted in agriculture and natural reservations and focuses heavily on a peaceful existence of mindfulness.

    Public Agenda

    The Omakken agenda is to rebuild the scorched religious land of Helften to once again grow the seeds of peace. The people of Omakka, though beaten, broken and scarred are more than ever living through the wise words of their Bareil "Make peace with every step".

    History

    The Omakken culture was greatly damaged in the historical event The Enslavement of the Halflings, done by the Dragonborn. The Kaien Cornucopia Relics and the Holy Omakka was stolen, their once fruitful gardens and forests were burnt down and their people slaughtered by the hundreds of thousands. A once proud people were reduced to animals, but they never lost their faith. This spark of hope continued through the occupation and still stands strong.

    Peace within our hands, love within our hearts.

    Demonym
    Omakken
    Leader Title
    Location

    Omakkenites

    The Omakkenites are a branch of Halflings that moslty live in and around the Helften and Seaferrow Village area and most often follow the Omakka religion. Brown robes with yellow and green accecories are common amongst them and those of significance within the Omakka faith are often adorned with intricate ear jewelry to signify their rank, birthplace, and family. It can take several years to learn all the different combinations of jewelry and their meaning.

    Naming Traditions

    Family names

    There are several common Omakken names found throughout the Omakken villages.   Gaffer Loomer Pitch Frinche Jellewen Brightflower Foyrad Treebrook Truthsun Summercest

    Ideals

    Beauty Ideals

    Omakkenites believe in beauty of action and have a high standard for kindness and respect. Those who are in the process of courting a partner often put on their family, birthplace and religious jewelry to impress others.

    Gender Ideals

    There are no strict gender ideals within the Omakken society. Due to their rather simple and pious state of living their focus is on growth and kindness more than upholding any form for gender stereotype.

    Relationship Ideals

    In Omakken tradition monogamy is key, gender plays no role, but the idea of divorce and polygamy is heavily frowned upon. The Omakkenites live in large family houses where several generations live together taking care of each other and working together to put both food and other commodities on the table. Kids are mostly raised communally and are empowered to seek out new relationships, job opportunities, and activities with other families.

    Orcs

    Honor above all. Orcish culture and values are based solely on one's honor, reputation, and respect. Orcish society thrives on the idea of survival of the fittest, the strongest and smartest orcs are to lead and the weakest are to be labor. To die in battle is honorable, to die for one's family is honorable, but to die of old age is a great disrespect to society. Orcs rarely marry for love, but rather try to join bloodlines with strong warriors and strategists, to make their own blood stronger. It is quite common for men to mary men and for women to marry women, it is also quite common for one Orc to have several marriages. A family unit uses a house name, and all honor, respect, and reputation belong to the family name. An Orc without a family is a dying orc, to not have a family name in orcish culture means you are without honor. Orcs follow a code of honor called the Karth'pa which states "Whoever appeals to the law against his fellow orc is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded orc shall say to his assailant "If I live, I will kill you. If I die, you are forgiven". It is not uncommon for Orcs to challenge other Orcs to mortal duels, if the losing family were to take revenge on the winning Orc/family, it would be a great dishonor. An even greater dishonor is to win a duel and let the losing Orc live. Family wars can last millennia and are taken deadly serious, for to an Orc, his family name is everything.   Orcish duels are fought with a special family weapon called the Chi'Lu. The Chi’Lu is a crescent-shaped blade with two handles on the inside padded with leather. There are variations of the Chi’Lu, as Orcs often personalize their blades and pass them down to their sons and daughters. The word Chi’Lu comes from the Orcish word Chi which means branch (as it is a weapon passed down by an ancestor) and the word Lu, which means moon (the shape of the blade).     Orcs Stats Stats: +1 Strenght +1 Con Darkvision: 60ft Chi’Lu Training: An Orc has proficiency with a special traditional weapon called the Chi’Lu. The Chi’Lu weighs 5 lbs, have the Heavy, Two-handed and Special properties and deal 2d6 damage. Special: As a bonus action you can disassemble the Chi’Lu creating two smaller blades Chi and Lu. These weapons have the Light, Finesse and thrown properties 20/60 and deal 1d6 each   Subraces Orcs of Chi'Lus: Orcs of Chi'Lu are of a much stronger bloodline, only the largest and strongest of orcs come from this bloodline. Stats: +2 Strength -1 Intelligence Aggressive: As a bonus action you can move up to your speed toward an enemy that you can see or hear. You must end your turn closer to the enemy than when your turn started. Intimidating presence: You have advantage on Intimidation checks against humanoids   Orcs of Melar: Orcs of Melar are of a more intelligent bloodline. Only the smartest and brightest come from this bloodline. Stats: +1 Intelligence Tactful: After making a spell attack or an attack roll within 5 feet of the target you can as a bonus action use the disengage action. Eye of Melar: You gain proficiency in the investigation skill, you have advantage when using investigation to see through illusions.   Feat Chi’Lu Master Prerequisite: Must be an Orc, half-orc or otherwise trained by an orcish master -When wielding both the Chi and Lu weapons you gain +1 AC (note the difference between Chi’Lu and Chi and Lu. This does stack with Dual Wielder) -When wielding the Chi’Lu, after taking the attack action, you can make a trip or push action as a bonus action

    Basic Information

    Anatomy

    Orcs are broad and tall, naturally muscled and strong with thick and hardened bones. Orcish skin can vary from green to grey depending on ancestry and bloodline.

    Overseer Ormund "Red-Eyes" Korrik

    His eyes are permanently bloodshot from exposure to coke dust and gas. Soft-spoken but terrifying—when he speaks, even Foreman Dragg listens. Always wears studded leather armour because he is paranoid about worker uprisings. Is the secondhand man to Harker Blacklung.

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    Paleguard

    The Paleguard is an infantry group of Goliaths that work for the Dwalinstad military. They are known for their 4 on 4 group fighting style that excels at being outnumbered and has been used in Dwalinstads defense against Galvar Gordoroth. The Paleguard was originally a tribe of goliaths called The Frostmight that lived in besides the mountains of Dwalinstad, due to territorial expansion, Dwalin the 15th of Diplomacy offered The Frostmight to join and live in the city, where they were to serve in the military and get both housing and food in return.

    Composition

    Manpower

    The Paleguard stands 168 tall and works in groups of 4x2. Though not large in number compared to other infantry units their unique tactics and raw strength makes them a force to be reckoned with.

    Equipment

    The Paleguard is equipped with full Durum  enforced black steel armor, Ironwood  round shields with durum buckler in the middle, an Ironwood and Durum longsword, and their main weapon, a large durum reinforced black steel greatsword with an ironwood handle.

    Tactics

    The Paleguard uses a special 4x2 fighting style where the two groups have four members that make two individual crescent-shaped walls and quickly pincer enemy forces. If ever caught out or a member falls the two units merge together and forme a circle of 6 while one member heals or drags the fallen member to safety.
    Type
    Infantry
    Overall training Level
    Professional

    Palewood Silver

    Palewood silver is a wood type that can only be found on the Island of Etsi. It is a softwood that can be molded with heat and is therefore used in a lot of structures that don't require to bear great weight. It has a luxury look that a lot of rich personnel, nobles, and merchants want to decorate their homes with, it has therefore become quite expensive. The largest export of Palewood Silver can be found in Sleetsted.
    Type
    Biomaterial
    Color
    Pale White

    Path of the Ethereum Barbarian Subclass

    Prerequisit: Must be Etherborn (Race)   Ether Surge Starting at 3rd level you gain the ability to pass into the ethereal plane to avoid damage. You gain resistance to force damage.  
  • You can use your Ethereal Existence a number of times equal to your Constitution modifier. You regain all expended uses on a long rest.
  • When using your Ethereal Existence to evade all damage on an attack you can make an
  • retaliatory attack at advantage. The damage you deal is force damage and cannot be negated by resistance.   Soul Slash Starting at 6th level your weapon attack are considered magical for the purpose of overcoming resistances. You have gained the ability to attack a creatures soul instead of its material body. Your attacks deal extra force damage equal to your proficiency bonus.   Born of Ethereum Starting at 10th level you can use your action to sense ethereal energy around you. You focus all your energy and expand your senses, all enemies, objects or apperations within 60 feet are revealed for 1 minute. You regain this ability on a long rest.   Overwhelming Force Starting at 14th level you have become so proficient at manipulating the ethereal energy around you all your attacks deal force damage. When dealing force damage to a creature as part of an attack action you can decide to roll a D20. On a 9 or higher you can make another attack as part of that same action. You can do this three times, all expended uses are regained on a long rest.

    Path of the Reckless Berserker Barbarian Subclass

    Cleaving attack -Starting at 3rd level when using the Reckless Attack feature you can make a cleaving attack. When attacking a creature you can make an additional attack against another creature that is within 5 feet of the original target as a bonus action.   Retaliation -Starting at 6th level the Reckless attack feature extends beyond the end of your current turn and now last until the beginning of your next turn. -When Reckless Attack is in effect and you take damage from a creature within your weapons range you can retaliate, making a melee weapon attack against that creature as a reaction.   Overhead Bash -Starting at 10th level when using the Reckless Attack feature you score a crit on both a 19 and a 20. When you score a critical hit and roll a 1 or 2 on the brutal critical die you can reroll that die once.   Caution to the Wind -Starting at 14th level when using the Reckless Attack feature you can choose to throw caution to the wind. You lose all your resistances, gained from this class, but all your bludgeoning, piercing and slashing damage is doubled until the start of your next turn.

    Perrin Slate

    Tony Canoli bookkeeper who was kidnapped by the Iron Ledger due to fixing matches against them

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    Piddles

    Goblin Merchant in the starlight docks. Ran away from Kindemann

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    Pneumatic Equilibrium

    Pneumatic Equilibrium 8th level Tethergy spell   Casting Time: 1 action Range: Touch Components: V.S.M (Diamond dust worth at least 500 gold) Duration: Instant   Description   You put forth your Ethereal energy and touch another creature's Pneuma. Using your control over the energy you disperse each other's life essence and equalize it. The creature must succeed on a Constitution save or become part of the equilibrium. Take your and the creature's current hit points, add them together and divide by 2, the number (rounded up) is now your and the creatures new current hit points. If this number succeeds your hit point maximum, you gain the rest as temporary hit points, the same counts for the other creature.

    Pneumatic vessels

    All creatures in the material world hold pneumatic energy, small tidbits of creation energy left over from the original words of creation. Some humanoids hold more specific pneumatic energy. Tieflings, Aasimars, Etherborn and genasi all hold more pointed energy that attracts entities that search for such powers. Tiefling blood has the ability to withstand the devil and demon effects that normal humanoid bodies mgiht not. This makes tieflings major targets for demonic entities, both for possesion and rituals. The same is true for Aasimars though these are more attractive to celestial beings. Etherborn being quite special in this sense as they are open sources of pure creation power.

    Port Lienna

    Location: Southeastern Aridell coastline, west of the Perished Marshes
    Population: 22,000
    Current Allegiance: The Twained Empire (Imperial Maritime Authority – Southern Division)
    Known For: Tea and silks importation, displaced noble exiles, gray market caravans, naval academies
      Port Lienna was once a jewel of Reunian, famed for its beautiful docklands and aromatic gardens. During the Dragonborn War, however, the city fell in battle. The ruling duke was assassinated by his own cousin, who opened the gates to Dragonborn envoys in exchange for power. The betrayal sparked a wave of purges that has not been forgotten, even decades later.   Under Dragonborn control, Lienna became a symbol of “graceful transition.” Its noble estates were left intact, though ownership shifted to new Imperial lords. The port remained opulent, now filled with high-ranking officers and foreign merchants. Behind the tea houses and vibrant market plazas, however, lies a culture of subtle resistance.   The city’s Imperial Naval Academy produces many of the Twained Empire’s elite navigators and alchemic engineers. Yet, a secret tradition persists, the Lute of Mourning, played only at midnight, heard on balconies by those who remember the port’s history.   Lienna serves as the meeting point between the Coppersted and Reun trade routes and mercantile affairs.   Its elegance hides deep-rooted scars and those who remember the occupation are not soon to forget it.

    Port Werrian

    Location: Northern Reuninan coastline, east of the Horned Reach
    Population: 7,000
    Current Allegiance: The Twained Empire (Imperial Governate of the West)
    Known For: Shipbuilding, military staging, reparative prison labor, cultural unrest
      Once a proud Reuninan harbor devoted to deep-sea ivory harvest and shrine trade, Port Werrian fell during the height of the Dragonborn War. The siege lasted 17 days, ending with the deaths of nearly a third of its civilian population when Dragonborn shock troopers broke the northern gate at nightfall.   After its capture, the port was quickly repurposed into an Imperial naval hub. Dragonborn architecture still scars the hillsides, now shored up by concrete Imperial bastions and cannon-laced terraces. Much of the old port remains beneath, buried under reinforced walkways and military checkpoints.   The port today serves as the Twained Empire’s main northern drydock, home to black-flagged ironclads and long-range corsairs. It also houses one of the Dragonborn Empire’s “Re-Edificatory Colonies” a prison-labor camp that used to be filled with dissidents from the surrounding Aridell lowlands.

    Primrose

    Green Tiefling Elder in Riverview. Works for Father Elijah

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    Processed Bogwood

    Processed Bogwood is a dense, dark, and waterlogged timber harvested from ancient trees long buried in the saturated soil of places like the Perished Marshes. Over centuries, the tannins and minerals in the peat-rich waters slowly stain and preserve the wood, giving it a deep, near-black hue with streaks of green or bronze. When cut and properly dried, it becomes hard as ironwood and remarkably resistant to rot, insects, and fire.   In Weridia, processed bogwood is used for:   Architectural supports in stilthouses and piers   Funerary caskets and grave markers   Heavy furniture prized for its eerie beauty and weight   Shield frames and hafts for ceremonial or militia weapons   Despite its mundane uses, bogwood carries a quiet cultural reverence, handled with respect due to its age and the belief that it once formed the heart of long-lost forests drowned in war.

    Ranjar Leeveebeetle

    Professor (a.k.a. The Argent)

    Ranjar Leeveebeetle is the high elf headmaster of the Arcanum Philosophum and the leading arcanist in Reun . Described by most as fierce, fair, and empathic, she is well-liked amongst her contemporaries and students. Known throughout Reun as a get-things-done woman, she is highly sought after for her knowledge and abilities. Often collaborating with Barlion Shroomcrest to help out the local Populus with magical and arcane problems, she has gained a reputation amongst the middle class as a folk hero.    In the academic space, she is known for her furthering of Ire Galloways research on the divine gate and the weave. She also has newly begun research into the existence of pneumatic energy and its relation with humanoid cognitive function as well as the weave. Though many of her peers are discrediting her ideas as tomfoolery.

    Physical Description

    Apparel & Accessories

    Often clad in long blue robes held together by a white cloth, with several magical rings, bracelets and earrings, and a small shimmering copper tiara.
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    Gender
    Female
    Eyes
    Bright Blue
    Hair
    Long blonde, straight
    Skin Tone/Pigmentation
    Tanned

    Rayous

    Wood Elf bard from the brown baron college. Escaped Reun when the war began.

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    Remuz

    Angry dwarven worker who talked with Alakline about Union matters

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    Ren The Gnoll Scrapyard Salesman

    Eclectic and frothing for a good deal. Or just shiny metal

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    Reun

    History   Built upon the alabaster cliffside of the easter Reunian shore this grand port city stands as a reminder of war and regrowth. Early human settlers came to the eastern shore 400 something years before the arcanum revolt and built a small village which they called Cozmien after their word for "beginning". After several hundred years of immigration and port activity, the city expanded, gathering interest from merchants and venture capitalists that found interest in the alabaster the village was built upon. Mines were created, extracting alabaster from the parts of the cliffside outside the village and several merchants found interest in the Teelwood trees from the Longing forest due to its blue tint color. With the economic interest in Cozmien it expanded greatly and became more of a city with walls and castles, districts and markets.   After the Reunian war, the city changed its name to Reun and in the process becoming somewhat of a makeshift capital of Reunian. With help from its new king, and his trade agreements with several large cities made it's regrowth fast and furious. Now the city stands a mystical dissonance of ruins and prosper. With a focus on trade and education for the middle and upper-class Reuns' university has been the center of several great findings within magic, planer travel, and alchemy.   After the destruction of Hillsted , Reun saw an increase in its refugee population creating a severe problem with the outer slums growing large and discordant. Several new policies and measures have been implemented in an attempt to fix the problem, but it has been to no avail. One of the recent implements have been the Trade Labour Ideal, a low pay, free stay initiative that sends homeless and lowborn people looking for work as labour to projects for other nations.   General Information   System of laws: The law is upheld by several constabularies; The Bloodshields protecting the cloud top district (these answer to Mallien Axebearer, a Dwarven female), The Wardens protecting the districts outside of the cloud top district (these answer to Ragngard Whitewood, a stoic human male) and last but not least, The Sleepless who patrol the slums outside the walls (these answer to Reviann Wrongshot, a female Wood elf)   Outlawed: thievery, murder, deserting, treason, corporate sabotage, mining without a permit, some drug use, extortion   Allowed: heresy, gambling, Drunk in public   Diversity: mostly Humans, Elves and halflings, with some other races sprinkled about   Economic status: Good   Archmage: Darrya Hellwill Kellem Tell Erres, Rock Gnome   Coat of Arms: A large brown mountain broken in twain on a blue background (The twained mountain signifying the rise of Dalas Duin and the Twained empereum). Formerly a broken dagger on a blue background.   National flower: The Coronal Thistle (a long shaft with a compact collection of vibrant yellow flower petals at the end)     Notable Noble Houses   House of Amstar, Human Believers in Pelor: House Amstar is one of the oldest houses in Reun. Their ancestors came to Reunian when it was but a castle by the sea. They are conservative, believers in the ways of old, and have been public about their disdain for the Freedom of Religion act. Most of the Amstars are religious and follow Pelor. Allus Amstar, leader of the house have gained a fair bit of traction for speaking up against the act.     House Ointon, Halfling Believers in Yondalla: House Ointon originally came from Pinewood Cove as early settlers. They were quick to settle several farms and now own a lot of the farms and market ventures outside Reun. They have high profile members within the farmers guild. They are currently not happy as their farms are being raided every day and the king has done nothing about it. Tinkle Winkle Ointon, the overhead is currently trying to get an audience with the king.     House Glitterbay, Orc, Goliath, and Dwarven Kords Disciple: House Glitterbay originally started as an early guild of sailors, guards, and builders of Orcish and Goliath decent trying to make their way through a life of oppression. They started their own house, abandoning their past names. They fought for themselves even starting a civil war in the early days. House Glitterbay does not have a consistent overhead but functions more like a guild with council members: Elon (Goliath), Dorin (Dwarf), Kurch (Orc), Ankartsh (Orc), Yonbach (Goliath)     House Waystone, Gnome, Olidammara’s Tricksters (aka the troublemakers): House Waystone came to Reun some 600 years ago when the city opened their freedom of trade act. They have never been openly interested in the political climate and mostly act to humble other noble houses. A pair of brothers own a firework store. They have several small magic item stands in the market area. They are known for their frequent pranks on other nobility. Callimarq Waystone, Has been known to show up on meetings with the other houses in rediculous attires. He is a trickster by heart. Several of his ancestors were involved with The Golds Gallow and dissident movements.     House Bedweevil, Human Believers in Pelor: House Bedweevil came to Reun from Loudwater a 1000 years ago when the city first came to prominence. They are a more progressive religious house. They work within the church but also privately as teachers and hired help. Janesh Bedweevil, Has been known to don’t take part in meetings and does not care for the current regime.     House Redfort, Dwarf believers in Moradin: House Redfort were early settlers that came from Copperstad when Reun found large amounts of Alabaster stone. They have been the driving force behind the miners guild and the large export of Alabaster. They have worked together with Dalas Duin the Second to bring large amounts of gold to Reun. Their large influence in Reun is widely contested by house Amstar. Biurin Redfort, the head of the house Is known to be hardy and hot-headed often shouting and getting violent within meetings.

    Government

    Reun is considered a Monarchy, but with a functioning high council that has acting power within the government structure.   The Master of Development: Elendriel Works with the masonry guilds to approve and oversee all major construction and renovation within the city of Reun, as well as larger projects outside Reun.   The Master of Arcana: Lyanna Keeps vigil over the lawful use of magic within Ol andem, informs the council on matters beyond the mundane, and occasionally works with the Ivory halls of Ivy Headmaster, in Loudwater .   The Master of Law: Erring Cobson Enforces Ol Andem written law from within the Watchful Hall, serving as High Judge on grand matters of the court, approving any exalted amendments, and managing the smaller courts across the land.   The Master of Commerce, Meister Melding Works with all major merchant guilds and trading networks within Reunian and beyond. They are to maintain a healthy economy, further good trade relations, and watch over the treasury.   The Master of Information, Corrian Kaplan Overlooks foreign diplomacy and maintains a well-developed network of spies and informants throughout the realm and beyond. They are to listen for whispers beyond the reach of the council’s ears and stand ever vigilant for political dangers.   The Master of Defense, Dorissa Redford Is the head of the Reunian Guard, working closely with the Master of Law to maintain order and peace within the city, and sometimes beyond. The leadership of military might is assigned to the Master of Defense in times of peace.   The Master of War/The Master of Conflict, Peryll Emarak The master of War is a temporary position, only filled during times of severe strife and impending conflict. The elected official takes charge of the military from the Master of Defense, and all warfare and strategic decisions begin with them. When peace is called, the position is dissolved until required again. In times of peace The Master of War becomes the Master of Conflict and tries to keep the peace across the land.

    Defences

    Military: 3390 Land, 150 Naval ships, 38 Trained war mages.   There are three sets of walls surrounding Reuns different districts. The outer wall is the biggest and consists of many smaller towers with arrow slits and some larger towers with magical devices mounted on top.   The Lochian Steadfast Is the Reun military force. It was named after Queen Nianna Mahelecho, The Steadfast Conquerer.    It consists of three artillary divisions The Barrage Brigade led by Allmaster Leafblade, The Emberhelm Brigade Led by Salien Meldborn and The Frostfang Brigade Led by Renia Bellfast, who specialize in several types of elemental artillary.    The Abadar naval force consisting of 3 fleets. The main fleet led by Admiral Serenia Godseye, consisting of a 100 ships and two smaller fleets consisting of 30 and 20 ships. The Cursewind fleet consisting of 30 small ships are specialized to be fast hit and run. The ships are fast moving with a focus on speed to get close detonate highly destructive fire and force damage onto the hulls of larger ships before retreating.  The Wildebeast fleet consisting of 20 large ships reinforced with heavy iron are designed to be slow moving but indestructible. With a sharp front with and large spikes these ships crash into other ships for mass destruction.   The Dreadful Duin infantry consists of 3390 divided into 7 groups with different aim. All answer to Master of Defence Dorissa Redfort.   1: The Corkscrew, led by General Haimsworth Bristleback consists 300 horsemen cavalry with a heavy focus on breaking frontlines, by flanking and charging.   2: The Molemen, Led by Aiden Skulldigger consists of 200 strong men whose main job is setting up barricades, dig trenches and scout locations to set up camp.   3: The Eyeless, Led by Elivanna Moonstrife consists of 578 Longbow archers who's duty are mostly regular artillery.   4: The Malice, Led by Kelli Kragspire consists of 144 camouflage special ops archers designed to ambush and fight through guerrilla warfare.   5: The Spiked, Led by Gallahan Braidbeard consists of 1056 spearmen trained to encroach upon specific areas in phalanx formation.   6: The Cleaver, Led by El Hadel Al Farra Embrahar consists of 1078 ground troupes of different expertise who's main focus is to assist the phalanx by covering weak spots.   7: The Painless, Led by Hemme of the Stained Hands consists of 34 clerics of Illmater who tend to the wounded and soothes the pain of those who are dying.

    Industry & Trade

    One of Reuns main attractions is its large multicultural markets. Due to its prolonged exposure to open trade with capitalist trade powers like the Black Steel Hills and the Halfling Merchant Association, Reuns markets consist of all and everything from exotic garments, magical devices, expensive gems and metals, and books. Reuns free market economy also breeds new and interesting trade with smaller ventures, like Seaferrow Village, Darkweld, Stone Shore, and Sleetsted.   Reun was built upon a large alabaster cliffside which attracted early venture capitalist and merchants. Paying a certain tax to the king for mining permits they were allowed to extract alabaster from the parts of the cliffside uninhabited. Alabaster is used as a magical component in several spells, and as a white rock type, it was desired by sculpture and king masons. Another part of Reuns early trade was its Teelwood form the Longing forest outside the city. Teelwood has a certain blue tint to it and was desired by nobles and builders across the land. These two factors propelled Reun into prosperity rather quickly.   In recent times Reun has begun exporting University research favors and low pay, free stay labor. Reun hosts one of the best universities in the whole of the south, and students come from across the world to study there. The king has an agreement with the headmaster that use students as a kind of labor. Instead of paying full tuition, students are allowed to help with research projects hosted by other nations. This is greatly encouraged as it both helps the economy and their grades. Low pay, free stay was an initiative that Dalas Duin the Second started once the refugee population spiked after the destruction of Hillsted . The slums grew and unemployment spiked along with the criminal activity. To solve this run made agreements with evolving cities like Weridia, Eilisem, and Lakewood to send them low pay laborers, in return, they are to receive food and housing. This has greatly decreased the slum populations and also makes Reun a fine amount of gold.

    Assets

    The Great Dragon inn: Placed in the middle district this Bed and Beer inn is run by Rasjov Meadmaker, a male half-orc known for his incredible mead and hospitality. Throughout the establishment drifts a strong smell of sweet fruit. Teelwood Chairs and tables are scattered about the place and in the corner a small stage for traveling bards or skalds to preform. On busy nights Rasjov is known for giving out free rounds drinks in order to make a good impression.   The Griffin Brewery: Placed in the Ma'qui (the market district) this large multicolored building stands out like a sore thumb. Run by Mr. Garniell, a gold Dragonborn clad in flamboyant overly expensive clothes. Lots of reds and blues accompanied by an overabundance of rings and jewelry. The interior of the Brewery consists of a large illuminating chandelier with several ironwood chairs and tables all embroidered with fine silks and cloths in different vibrant colors. There are several floating violins and violas that float through the establishment complimenting the mood with magical music. Mr. Garniell spends a lot of time talking and interacting with guests, gossip is his passion.   The Gobl-Inn: The Gobl-Inn despite its name is not an inn per se, but rather a monster race friendly bed and breakfast. Run by a female Goblin named Stick this establishment centers around the idea of openness towards all races.   Nocturnal Arcane: Is a magic shop in the cloud top district. Shrouded in fog and mist lies a medium darkened house of dark purple oak wood. Run by Selissa Lorum, a female drow. Inside it is cramped and musky, with a smell of burning phosphor. A chaotic mess of magical devices, scrolls, and mundane items lie scattered about with little to no care.   Heat of the Moment: Is a well known blacksmith in the cloud top district run by Frelja Strongbone, a female goliath. She is known for her work with Durum, the hardest metal known to man. Durum requires Dragonfire to be molded, but Dragonfire is chaotic and destructive, and Frelja is the only blacksmith in Reun that can manage it. you can find her handywork all over Reun in the swords carried by generals and barons alike.

    Guilds and Factions

    The Golds Gallow   Built upon the ruins of the old Weavers Thieves Guild founded under the rule of Albus Lun Noxen, the Golds Gallow is a very well established secret organization consisting of thieves, fences, assassins, saboteurs, spies, and smugglers. Based largely in and under Reunian through a network of subterranean tunnels, they run smaller outfits in Aridell, Elucidien, and The Free Trade Isle. Members are branded with the guild’s symbol on their shoulder, signifying allegiance and commitment. The Golds Gallow operates like a business-minded crime family, celebrating loyalty and truth to one’s word over most other merits. A member pays their debts, keeps their promises, and always seeks opportunities for the betterment of the Guild. Leaders of a Golds sect are titled Kinling , and they oversee assigned elements of the organization’s functions. Kinlings hold equal power within a sect, and there is always an odd number acting within that location to break any disagreements over business ventures and actions.   While the immediate assumption is that the Golds Gallow is merely interested in profit at any cost (and that is a merit of the Golds Gallow), they also wish to preserve the function and prosperity of civilization. It is well known that a thriving city is a profitable one, and an enemy of civilization is a foe of the Golds Gallow. They largely consider themselves a necessary dark underbelly, willing to do the under-the-table deeds that the wealthy and powerful cannot commit with their own hands. The Golds Gallow also understands that conflict breeds a healthy economy, and has occasionally kindled the flames of unrest to keep things tense and profitable.   While some of the Golds Gallow activities are secretly state-sanctioned, it is highly illegal and extremely dangerous to be a member or be caught doing business directly with them. Most city guards have orders to arrest upon discovery, and raids are occasionally conducted with varying degrees of success. Having friends in the barracks makes for an easy escape. The Golds Gallow frowns upon dogmatic religion or cultish behavior, as these have conflicted with the organization’s business in the past, and always ended messily. Since the arrival of the Bones Marrow within Ol Andem, the Golds Gallow has been on extremely high alert, seeking information on them and any means of banishing this new competition. Their Loudwater sect has already gotten into a few bloody altercations with the Cleave, and rumors of a coming turf war instill worry in the local mercantile.   The Mo'wai Movement   Since the beginning of the Dwarf-human kinship began there has been a small underground movement opposed to the very idea. After the dwarves hid in their halls for so long, a lot of human residence in Reun look down upon the dwarves. A small discomfort between the two races has ended in small movements and rebellions over the years, but the biggest has been the Mo'wai. Mostly they boycott and picket events the king is involved in, but sometimes they tend to terrorist actions like sabotage and the likes. The leader of the movement, Cavor Amore is publicly outspoken about his involvement but has never been caught in the act and so still walks free.

    Tourism

    Abadar’s Final Stand: A large theater stage with illusions acting out the final battle of Abadar the Grand. Abadar the Grand is said to be a Shieldguard for Queen Syllan Silverthorn. Under the battle of the Whitewood, long before the Arcanum Revolt, It is said that enemy forces were on the brink of breaching the throne room where the queen and her children were. Abadar Bloodshield stood before them keeping the enemies at bay, killing plenty of enemy soldiers before finally losing his life to a spear to the side. This theater activates three times throughout the day and is a monument that stands proud to the Reunian people.   The Ends Face: In the cloud top cemetery is a large black stone rectangle. It seems to emanate shadow and gives off a warm drift of air. Its very presence is both soothing and terrifying. When mourning the loss of a loved one the stone will telepathically speak to the mourner if wanted to. It cannot answer the bigger questions, but it will both comfort and deescalate to the best of its ability. There have been sightings of people vanishing within the stone never to be seen again, but no one knows what happens to them. It is believed that the stone was created by Malos Malferent, the professor of The Mystic and Occult Inquiry at the Galloway university.   The Alabaster Caves: There are large cave systems of pure alabaster. Mostly prohibited for civil use there mines are planned future mines and permits are already sold for future use. Some of these caves, however, are open to the public as monuments showing the wealth of Reun.   The Bloodshot Court: A massive arena where battles between differing creatures, parties, and solo fighters occur. Every night contenders from all over come to fight for prize money in one on one, party versus party or humanoid versus creature duels. In later years this arena has become the crown jewel of after-work entertainment for the locals and tourists. There are wizards and clerics at the ready to make sure that no audience member gets hurt, they also heal the losing humanoids.   Galloway University: Galloway University has several moving parts that research different topics. The Mystic and Occult Inquiry, led by Malos Malferent, is a subsection of the university dedicated to uncovering the ordeals of the darker topics in life, such as death, sacrifice, dark rituals, and demigods. The Arcanum Philosophum, led by Ranjar Leeveebeetle deals in all things arcane, such as spells, doorways, portals, and the weave. The Beastiary Consult, led by Micayla Fishmonger study beasts and creatures of all kinds gathering new insight into their behavior and nature. The Alchemists Division, led by Barlion Shroomcrest studies the connection and reaction between different ingredients and elements. Each of these four sections is run by headmasters fully in control of their faculty, but the larger moving parts of the university are lead by a single headmaster, Wallis Ederman, whom the others answer to.   The University has 5 separate faculties all of which are worth visiting. There is a large cylindrical tower in the middle of a large park. It illuminates with a swirling blue magical essence that surrounds it. There is no door and only headmasters may enter. To the east lies a large well-contained jungle of thick groves and underbrush, long trees with vines flowing and moving with the wind, small beautiful waterfalls that flow with elegance, and In the middle of the jungle a small treehouse. To the west is a floating black box of pure shadow. Darkness seeps off of it and unto the ground freezing the nearby plant life like liquid nitrogen. From within wails and moans can be heard. To the north likes a rather large building, rather drab relatively to the other ones it is made with brownstone and clay tile rooftops. To the south lies a chaotic building made in the same style as the one to the north, but with a chaotic twist and turn that seem to make no architectural sense   It was named after Ire Galloway the philosopher known for his ideas of the divine gate conundrum. He proposed that the reason gods don't walk the earth but rather contact through other means is that they cannot enter the material realm, not because they don't want too.

    Maps

    • Reun
      Map of the port city Reun.

    Richard

    Ansarus Idels right hand man, Eladrin, golden skinned and long haired

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    Richard von Basil

    Gentleman from the northern part of Darkweld

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    Ricken the Hanged

    A skeleton hanging from a Willow in the Willowwood forest. very talkative

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    Savio Saladim

    Cordelia's local GP who lives in the Upper Middle district of Reun.

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    Seaferrow Village

    Seaferrow village is what remains of the Halfling Populus after the occupation of Helften. The scourge of the halfling city ended with the creation of a new city that grew out of the refugee camps north of Helften. Seaferrow Village mostly consists of large gardens, temples, and ornate structures, along with living spaces, farms, and small produce markets. It is almost untouched by corruption, and both the temples and gardens are grand in beauty, but small in stature. Large waterfalls and idyllic lakes fill the space along with bright colorful flowers and flora. There is a lot of fauna living amongst the citizen, like deer, squirrels, boars, etc. The city is pious and calm with a strange aura of serenity. Infectious in its silent serene ways.

    Demographics

    The population in Seaferrow is 99% Halflings, with a few other permanent inhabitants that come from afar to join the Omakka. Even though the occupation was but a little under 150 years ago there is still a single Dragonborn inhabitant living amongst the Halflings. Though he is not well-liked, the good-hearted nature of the Halflings have allowed him to stay.

    Government

    The Bareil is the theological and political leader of Seaferrow village. His duties are divided unto twelve Ulitzh  that have their own districts they govern.
    Alternative Name(s)
    The City of Regrowth
    Type
    Village
    Population
    35000
    Owner/Ruler
    Characters in Location

    Serinne

    Region: North of Darkweld, east of Stonegrave Bluffs
    Population: Approximately 11,000
    Known for: Administrative efficiency, residual paranoia, public monuments, tightly organized civil life  

    Overview:


    Serinne is a town steeped in caution and control. Fourty one years ago, it was seized by a rogue servant of Primus who enforced a strict authoritarian regime built on absolute order and mathematical governance. Though that control was broken by outside intervention, its lingering effects remain imprinted on Serinne's laws, institutions, and culture. Today, Serinne is a place of high-functioning bureaucracy, impeccable record-keeping, and precise civil order, tempered by quiet rebellion in its arts and private lives.  

    Architecture & Layout:


    Serinne is geometrically designed, its streets aligned in perfect grids, with signage and zoning color-coded for readability. Most buildings are square, symmetrical, and minimalistic. A public announcement system remains active in the town square, though now repurposed for news and music.  

    Politics & Governance:


    Serinne is run by the Council of Reclamation, a civilian body of seven members elected every four years. Despite democratic process, all candidates are vetted for "operational stability" and "logical temperament." Voting is mandatory. Civil disputes are mediated via tribunal hearings.  

    Cultural Identity:


    The townsfolk prize order, cleanliness, and civic participation, but there's also an undercurrent of irony and passive resistance. Many artists, playwrights, and bards employ heavily coded satire in their works. "To dance with symmetry" has become a common euphemism for pretending to conform while secretly rebelling.  

    Economy:


    Serinne specializes in logistics, ink production, papermaking, and administrative consultancy. The town exports clerks, surveyors, and architectural drafters to cities across the region. Their ink, known for its precision and water-resistance, is considered high grade.  

    Public Spaces:

      The Looping Plaza: A circular public park designed as a visual metaphor for endless systems. It features sculpted hedgerows, benches positioned on mathematical axes, and an amphitheater for performances.   Hall of the Measured Eye: A civic museum dedicated to the Primus Occupation. Artifacts, logs, and interactive exhibits educate visitors on the dangers of unchecked order.   The Quill Gallery: A studio and showcase for Serinne's satirical artists and poets. Security is light, but everything is catalogued.   Current Concerns:While the regime is long gone, some fear the town has grown too comfortable with order. Fringe movements exist both for and against the legacy of Primus' doctrine. Debates rage in taverns over the acceptable ratio of logic to liberty.

    Demographics

    Human, Halfling, Gnome, Dwarf
    Alternative Name(s)
    The Square
    Population
    17 000
    Inhabitant Demonym
    Serinnians

    Serra Meaddrinker

    Priest at the church of Moradin under the guidance of Helna. Serra is most often clad in her holy garments which consists of drab robes with little to nothing else. She talked with the party and was the dwarf which Aaliyah confided in.

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    Sessa

    Bones Marrow contact and possible girlfriend of Cordelia

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    Session 0: A new beginning

    **Experience**   * **Milestones**   * **Level-up** - When do PCs level up? When a major objective is finished.   **Player, Behavior, Game Behavior & DM Expectations**   * **Alcohol** - NO   * **Narcotics** - NO   * **Cellphones & Digital Devices** - Phones and Digital Devices should be kept to a minimum as they take up a lot of space and attention. Fine for reading up on rules or spells. Yes Lee, you can still use it to draw.   * **Player Attention** - Attention is important. Not only when i talk but when others talk. ITs not fun to have a big moment in game but noticing everyone is at their phone or in another headspace entirely.   * **Disruptive topics** - rape and bigotry are no go's. No graphic violence against children or animals. Sex is faded to black.   * **Unannounced dice rolls** - Don't do em. You can ask me if you can do a dice roll, but even better, day what your character does and ill tell you the roll you need to do. for example, instead of saying "can i roll a perception check" say "my character looks around, do they see anything" or instead of saying "insight check" say "i look at their face, their eyes, do i gleam any pretense?". This amplifies immersion and narrative weight.   * **Dice rolls against one another** - Sometimes. Under certain circumstances. But remember you guys are on the same team.   * **Player Vs Player** - Tension between characters is allowed, but talk with each other about it, maek sure you have consent. Unless there is a hell of a good reason to, i will have no attacking friends.   * **PC Secrets** - Yes, you can keep secrets form each other, just remember, same team.   * **Player Expectations, Types, Goals & Diversity** - My games are for the role players. The story tellers. The explorers of themes and ethics. I dont appeal to the goblin slayers, the pizza eaters or the min maxers. If you are here for loot and xp, find another group, i dont think youll enjoy my games. Make your characters with this in mind. Make a story, a narrative, not just a character. Have several goals, make sure that you at least to some point have aligning ideas and interests.   * **Player Discomfort** - If at any point a topic or theme or action is done at the table that you are not comfortable with. You tell me after the session and we can talk about it and if it needs to be put on the no fly list.   * **Player Agency** - To some extent, you control your characters. But this is a collaboration. Your characters dreams, sometimes their innate reaction to something, for example vomiting after smelling a foul smell, can be compelled by me. Sometimes possession happens and i need to take full or half control of your character. Find your peace with this.   * **Game Balance & Fairness** - I try to be fair in encounter balancing and i will often figure out how to balance for a group depending on skill level and how well each player plays. so sorry if the earlier encounters are less fair than later due to not having control over group dynamics. * **Rules Debates** - If a rule is in dispute, we look it up. If you personally don't like the skill i aksed you to roll, or something like that, you can take it up with me after the session. As long as it is possible and not a path towards death, we keep the game rolling.   * **Spotlight Sharing** - Remember, this is not your monologue. this is not your grand opening at the theater. You are a troupe of fellow story tellers. Tell a story together. Share the spotlight, include each other in it. "no" stops a lot of interesting things from happening "Yes and" builds interesting things.   * **Meta-knowledge** - Sometime you will have meta knowledge about something that you can use to advantage your character. Try to not let this happen, but also, everyone knows trolls hate fire. So some things you can kinda just use at will. If you are unsure, ask me.   * **MinMaxing** - I don't tailor the game for minmaxers. If you want to minmax, go ahead, ill just send harder stuff at you.   * **Character Party fit** - Make a character that wants to be there. Make a character that can interact with and expand on the stories of others. Make a character that has several sides to them. Dont make the loner that doesnt interact. You wont have fun in the end.   * **Murder Hobos** - Don't murder hobo. I will murder hobo you right back. My world is a living breathing thing that reacts to everything you do. Murdering a barkeep will get you killed.   * **Other behavior rules** - Be repsectful, ask for consent, talk amongst each other. It is just a game, but it is a very serious affair. people get attatched to characters, stories and NPCs. People cry and mourn. So take it seriously. Be kind to your fellow players. Take it seriously.   **The DM**   * **DM Style** - I create a world, with things happening in it. I create problems and i intend for you to find the solution. Im not going to find it for you. If you are looking for my answer, i dont have it. find your own. I am story heavy, role play heavy and i look for interesting narratives to follow. I run a gritty world, with a lot of dark humor. I ask the question of "why what and how" to build my world.   * **Player Absences** - If one of us are chained none of us are free. If one person can't meet up, we dont play. So try to make it every week.   * **Player Narrative Authority** - To a certain extent you can create the world with me. want to come from a small village in the mountains where they worship a goats head on an icicle. Cool, talk to me, we'll create it together. Your ideas iftted with my world. As we go along we create the backgrounds of things together. you ask me a question, i answer it. Thats how this works. If you have ideas, throw them out and well fit them as we go.   * **Pet Peeves** - leomunds tiny hut, lucky feat, aracockras. all are banned. I dont care for some of the archaic rules and i hate WOTC balancing. Also, we are not enemies. I am the storyteller, you are the story teller, we tell the stories. If you put me in an e adverserial position, you will never win. There is no point. Rocks fall, you die, go home.   **Ethic Concerns & Topics**   * **Preface** - This part will cover mature topics which may or may not trigger people, it is not my intention to do so. This is in fact here to avoid just suddenly triggering players, by bringing these out in the session-0 discussion. They can be discussed and should be discussed in a mature respectful manor.   * **Gender** - In my games, you can play any gender, any sexual attraction, any race. There is not bigotry in my games. Different races have different gender norms which are explored throughout play. But you will never find someone being flogged for being gay, woman or trans.   * **Rape, Sexual Assault** - No go. Fuck off   * **Racism, Prejudice** - Racism and prejudice will be a part of the world picture. Not based on skin tone, but based on historical reasoning. For example, dragonborn empire tried burning down the world. Now being a dragonborn is a bit tense.   * **Slavery** - slavery is a part of the economic world we play in.   * **Conclusion** - Are there any topics you guys want banned or discussed?   **Character Creation**   * **Creation Questions** - DMs if you have some questions you want your players to answer about their characters durring creation, this is the place to list them. You may want to consider things like; Why is your character an adventurer?, How is your character connected to at least one other character in the group?, Who are your characters parents, siblings, mentors, etc?.   * **Creation Stats** - Use the point buy system.   * **Alignment** - No evil alignment. I tell stories about the heroes journey.   * **Other Creation Rules** - If you have a character concept and no class/subclass fits your bill. Tell me and we will work something out.   **Races & Classes**   * **Races classes Allowed/Disallowed** - These books are available for use. PHB, DMG, Xanathars, Volos. Subclasses in Tashas are available also. optional rules in tashas need to be asked for on a one on one basis.   * **Tweaking/Reflavor Races classes** - If you have any reflavoring or tweaking you want done talk to me about it.   **Game-style, Character Lifestyle**   * **Type of Game** - It is a guided sandbox game. We follow character stories and overarching world plot lines. Make sure to have long term goals for your characters or you mihgt end of feeling left out.   * **Campaign Length** (We will probably end around 10-11 level   * **Character types: **You dont need to be an adevturer. You can be a thief. A business man. A pauper. A mercenary.   * **In-game politics & factions** - There are a ton of factions and groups to be a part of, or maybe an ex part of. theives guilds, political factions, merchant companies, etc. Check the wiki.   * **Start/Standing** - Im thinking you start at 3rd level.   **General Mechanic Rules**   * **Ready an Action** - when you ready an action, you spend your action to create a trigger. this trigger can happen at any point before your next turn. When the trigger appears you can use a reaction to do teh intended action. Attacks can only be done once.   * **Party Rolls** - When the party does an action i ask for everyone to roll it. stealth, perception, investigation, etc. you succeed epending on party average   * **Skill challanges - **I use skill challanges where instead of going through a battle or an open play section, we go into a quick time event esque sequence where you roll or make limited choices to find out if you succeed. Chase sequences are often skill challanges.   **Inspiration**   * I dont do inspiration, as it creates this weird system of fishing for inspiration.   **Advantage, Disadvantage & Ability Checks**   * **Stacking** - advantages and disadvantages dont stack.   * **Multiple Attempts** -for example when a rogue picks a lock. They can try several times, usually what happens is the DC gets harder and harder until the lock or picks break.   **Crits**   * **Critical Hits** - roll the dice, double dice damage.   **Sneaky**   * **Stealth** - stealth requires you use double movement. You cant be in line of sight when the stealth check is made.   * **Unseen Attacker** - If you make an attack while hidden, you become un hidden, unless stated otehrwise.   * **Hidden/Hide Action** - when you are hidden, a creature is not being able to locate you. This doesnt mean it doenst know you are there. For example, a rogue can hide behind a table. You might be hidden from its sight, it might be unable to assertain where you are going to come from, but it knows you are behind the table still.   **NPCs/Creatures**   * **Group Inits** - some creatures go on the same turn in combat, some dont. Ite depends on scale.   * **Vendors** - Every vendor is different. Don't expect every vendor to sell you somehting for the price in the PHB   **Magic Items**   * **Attunement/Identify** - attunement reveals some information about items. Identify revelas even more. But not always everything.   * **Magic Resize** - Magic items rezise to fit their wearer.   * **Other magic item rules** - Not every magic item produced by WOTC exists inmy world. Not every rarity is the same. don't ecpect to find a deck of many things in your local dellih.   **Spells & Spell Effects**   * **Additional/Customized spells** - spells from the sourcebooks are ok. Mind Sliver isnt. Leomunds hut isnt. I am okay with players wanting to make their own spells as long as they let me design it with them.   * **Spell Abuse** - If a spell is being abused, as to make the story unbearable or the action boring, i will ban it. Don't try to break the game. I will bug fix.   **Death, Resurrection, Resting**   * **Death** - death is not always the end. there are ways around it. Sometimes the party manages to ressurect. Sometimes there are lore reasons to bring back a dead PC.   * **Resurrection** - ressurection after the first ressurection requires saving throws. DC 10+times you have died.   * **Death Rules** - if a character is dealt damage that would bring them to 0 HP and the remaining damamge is more that their HP maximum. They die outright, no save.   ## O'l Andem   After a continent wide war between the mainland cities and the dragonborn drow elf alliance that left the countryside burnt and bleeding. A stable peace has settled over O'l Andem. After 40 years of rebuilding and improving, the cities are prospering. With the war over and unlikely to flare up due to several new defensive pacts, technological and magical advances have become a large focus. Especially with the addage of pneumatic machienry artificing has become a much more widespread vocation. Loudwater has been able to transform large parts of its finer districts which have access to weave turbines that are used to power large grids of magical lights, lifts and other useful contracptions.   The dragonborn scourge that once festered the lands is gone. Now only a small populus of dragonborn even exist. Most live in larger cities, as part of diverse communities, or in small settlements around Ol Andem.   Loudwater is a large sprawling metropolis with over 5 million humanoids living in it. It spans a large 500 km2 landmass form its docks in the northeast, to the many smaller settlement like subgroupings in the southwest. Being such a large settlement, it is home to both bergouise districts of nobility and working class industry districts. From well policed areas with organised constabularies. To crime ridden districts with organized crime syndicates and gangs.   Session 1 idea: Industrial district in Loudwater where a monster mystery takes place.

    Session 1: Introduction and the gaps. Report

    General Summary

    Shel sits with Malos discussing the mission she is soon to be part of. He walks her to the Griffon Brewery where she meets Norreamin and Ewneh who are her acquaintences.Garnielle comes down and introducesthe mission for the group.They are told to keep the mission secret, to not draw attention to themselves and to take as long as need be to get the item unoticed from Reun to Loudwater. The road is dangerous and Dragonborn patrols are everywhere. The party then heads to Cordelias place the Teelweave to get some rags.   Then they leave for the Reun Gaps. On their way out Ewneh are met with honor by fellow orcs in the Reun military working as guards along the road. There is a small discussion about honor among the party aptly dismanteled by Shel. The Party then head into the northern Reun Gap where they are met with a burlap sack and several bumps in the ground. Managing to find nothing of value they continue and set up camp in the forest. Whilst setting up camp they notice a light in the distance, approaching it they are confronted by Karatesh, an orc warrior from the empire. After some confrontation they are welcomed to join in supper. Meals are had, discourse happens and they all sleep wonderfully until the next day.
    Campaign
    The Long Journey
    Protagonists
    Shel Urgath
    Half-orc (Acolyte)
    Monk 7
    45 / 45 HP
    STR
    16
    DEX
    16
    CON
    13
    INT
    8
    WIS
    14
    CHA
    10
    Lady Ewneh daughter of kurch, of house glitterbay
    Chi’Lu Orc ()
    Reckless Barbarian 7
    82 / 82 HP
    STR
    18
    DEX
    12
    CON
    18
    INT
    8
    WIS
    10
    CHA
    10
    Norreamin ''Norr'' Mossflower
    Neutral Good Stout Halfling (Folk Hero)
    Paladin 7
    60 / 60 HP
    STR
    15
    DEX
    10
    CON
    14
    INT
    10
    WIS
    12
    CHA
    14
    Report Date
    30 Jun 2023

    Session 1: The Disappearance of Father Maritus Report

    General Summary

    POST-OPERATION REPORT


    Filed By: Lantern Simone, Field Operative
    Operation ID: 47/221-A – "Saint's Rest Anomaly"
    Date of Filing: Zarning the 23rd, Lorithing Cycle
     

    I. Operation Summary


    On Zarning the 17th, Agents Jumper and Buckles deployed from Umbral Front headquarters pursuant to Operation 47/221-A, concerning anomalous reports originating from the settlement of Saint’s Rest, located north east of the Passing. The objective was to investigate the disappearance of Father Maritus, as well as reports of arcane contamination surrounding the local chapel.  

    II. Personnel Log Update


    • During transit, Secretary Kathrine was discovered concealed in the rear of the supply wagon, having fallen asleep prior to deployment. • Given the urgency of the mission, Agents Jumper and Buckles elected to retain her presence rather than waste time returning her to headquarters. This decision, while procedurally irregular, was made under operational time constraints and immediate risk assessment.  

    III. Incident Report – En Route


    • While traversing the mountain passes west of the Halfling Merchants Association, the party was subject to an unprovoked assault by lycanthropes in the form of a wolf and rats.
    • During this engagement, Secretary Kathrine entered into a binding pact with an unidentified extraplanar entity. As a result, she acquired the following:
    ○ Manifestation of a large greatsword of unknown origin
    ○ Arcane abilities of unclear scope and stability
    • The nature of this pact, including long-term consequences and contractual obligations, remains undetermined. Kathrine’s status has been escalated for review under Section 4C: Unregulated Entity Interaction.
     

    IV. Primary Incident – Saint’s Rest


    A. Investigation of the Chapel
    • The chapel was found in a state of severe contamination, overtaken by extensive thorned vine growth exhibiting weird behaviour.
    • Both Father Maritus and Grave Tender Malvren were absent upon arrival.
    B. Civilian Interaction
    • Agents encountered an unknown civilian male displaying abnormal levels of euphoria and dissociation.
    • Secretary Kathrine executed a Protection from Good and Evil ritual, after which the civilian exhibited the following:
    ○ Immediate expulsion of partially digested organic material
    ○ Expulsion of a parasitic entity of unknown taxonomy, which subsequently burrowed into the soil.
    • Post-ritual, the civilian displayed signs of memory loss, reporting no recollection of the previous state.
     

    V. Engagement – The Glade Anomaly


    • Agents proceeded to the glade, wherein they located the corpse of Grave Tender Malvren, buried shallowly beneath root structures.
    • While attempting exhumation, the team was attacked by a high-tier fey-class entity exhibiting distortion from normative archfey structures, hereafter referred to as “The Briar Saint.”
    Entity Description:
    • Manifested as a distorted archfey, employing:
    ○ Parasite-based influence mechanisms
    ○ Psychic compulsions focused on gluttony, euphoria, and subservience
    • Behavioral analysis indicates parasitic entities were deployed to control civilians, with the likely objective of inducing mass consumption and physical fattening, interpreted as a preparatory phase for ritualistic sacrifice or harvest.
    Outcome:
    • Entity was terminated following standard engagement protocol.
    • Postmortem suggests the entity was anchored via deep-root parasite networks, now inert.
     

    VI. Post-Engagement Observations


    • The Ethelior Family, proprietors and de facto rulers of Saint’s Rest, were reported to have vanished immediately following the entity’s death.
    • Preliminary field theory posits that the Etheliors were directly involved in the summoning, hosting, or contractual binding of the Briar Saint entity. Their exact role remains speculative pending further investigation.
     

    VII. Recommendations for Follow-Up


    1. Immediate deployment of an Arcane Remediation Team to Saint’s Rest to:
    ○ Conduct soil purification.
    ○ Perform residual parasite detection and removal.
    ○ Establish contamination boundaries.
    2. Quarantine review of Secretary Kathrine, including:
    ○ Full psycho-arcane evaluation.
    ○ Pact analysis under Article 9 – External Entity Contract Compliance.
    3. Audit of the Ethelior Estate, both local and any holdings on record, to determine their role and track potential escape vectors.
    4. Archival recommendation to reclassify Saint’s Rest from “Low Risk” to “Amber Threat Level: Parasite Fey Contamination.”
     

    VIII. Conclusion


    Operation 47/221-A resulted in the successful elimination of the primary threat entity within Saint’s Rest. However, the events indicate a broader and more complex pattern of fey incursion and manipulation, with significant implications for regional security. Further action is advised.
      Filed with respect and accuracy,
    Lantern Simone
    Field Operative: The Umbral Front
    Signed: Lantern Simone
    Date: Bruthing 8th, Vornithing Cycle
    Campaign
    Umbral Front
    Protagonists
    Report Date
    30 Jun 2025

    Session 1: Upheaval in the Sootworks

    General Summary

    Florian and Rakish finish off their latest experiment. Something Rakish calls Drone Warfare, however, it doesn't quite work yet. Rakish tells Florian that they are expecting visitors tomorrow and that he can sleep in a bit to be well slept for the coming day. Florian heads to bed and has weird dreams containing a red thread and a nude woman in her forties with brownish nipples.
      Alkaline starts her shift at the Coked Coal Refinery. Everything seems normal until the maintenance valve on the Black Baths start beeping. Investigating it, she realizes it's going to blow up soon and gets everyone out just in time. Overseer Ormund Korrik is furious and tells Alkaline to stay in the Carbonization Chambers with the other knuckle draggers. The voice of Magistrate Harker Blacklung booms over the intercoms, who tell everyone except Teel to go home for the day.
      Triandra is dreaming about a sandy beach filled with clocks and a moon with an old man face which vomits oil and smoke. She awakens wandering the streets of the Sootworks where she is acosted by a dwarven woman claiming she slept with her husband.
      Teel is working in the Coal Intake Yard under Willem "The Lash" Dragg when the explosion in the Black Baths go off. The intercom message calls him to Harker Blacklungs office, where he is promptly fired for undisclosed reasons due to an internal investigation. He is given 2 copper in severance pay and 1 copper in workday pay.
      Naved is eating breakfast in the Ruby Ramshack when their patron inhabits a nearby breakfast eater to tell them to head over to 57c South Sootworks Street because someone needs them. Confused, Naved leaves the tavern, thanks their patron and heads for the address.
      Florian awakens to an explosion at Rakish's workshop. Running out in his pajamas, he sees Rakish's workshop in disarray. Inside there is a Spectator and a masked person fighting. The fighting bleeds into the streets where Naved, Alkaline, Teel and Triandra join in. The masked man seemingly vanishes, and the group takes down the spectator. They investigate the area and find signs of anti-magic technology along with a sigil and some metal rings. Rakish and their research is gone with the wind. Panicked, they head over to Alkalines Workshop, but on their way there, it explodes into a thousand pieces. With a couple of leads and some seemingly innocuous connections, they head over to Triandras room at Lumerics Bed n Breakfast to gather their thoughts.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    04 Dec 2025

    Session 10: A city in perill Report

    General Summary

    The party stands in the grand halls of Moradin looking out at the expanse of dwarven mazelike tunnels and bridges. Whilst deciding what to do they are approached by Gamdring Firebrod. Firebrod tries to talk the party in to meeting with him privately, but the party declines. Aaliyah notices that her headaches get worse when in proximity to Firebrod. Ven starting to panic due to their current tense situation tries to find a church so they can remove the curses from Krom and Aaliyah. Finally managing to find the church Krom begins to feel the urge to feast once more. The overwhelming smell of food and dwarven musk starts to take its toll. Her willpower stands strong and Krom kontrols her urges for now. They arrive at a local cathedral where they urgently ask the priests for help, but before they can react to the news, Krom looses control and transformes into her beastly self. The priest makes quick work of Krom and the head priestess (Helna) manages to start removing the Curse. During the seven hour ritual of pain and misery the rest of the party discusses the current problems in Dwalinstad with a local female Priest Serra. Aaliyah confides in the priest revealing her suspicion about The Order having managed to take control of Dwalinstad, but the priest seems to be more worried about Aaliyahs mental health. After the ritual Krom is left weak and fragile. Helna then starts to work on Aaliyah whilst the rest of the party waits. After finishing the torturous ritual Aaliyah is also left hurt and maimed. With their falming health and the quickly darkening political climate of Dwalinstad the party takes refuge in the church interior. They awake to Gamdrings intense stare. He invites himself to talk to the party without their behest. He tries to convince the party that they have a shared goal when it comes to Dwalinstads isolationist ideals. the party mostly spooked, especially Aaliyah who still has sudden and painful headaches whilst being close to Firebrod, declines his offer of lodging and cooperation. Aaliyah asks Helna to help her find out if there is something wrong with her brain. Helna starts to ask questions   1: Is the something wrong with Aaliyahs brain? The flames billow and the answer is yes 2: Is Aaliyah being watched? the flames billow and the answer is yes. Helna suddenly clutches Aaliyahs head and asks the last question without consulting with Aaliyah 3: Is she trustworthy? The flames billow and the answer is yes.   Realizing these facts, Helna tells Aaliyah that both her and the party should leave the church whilst giving her a paniced gaze. The party leaves for The Blazing Sun Tavern where they try to get in contact with Marull who they were supposed to meet the night before. After mentioning The Broken Valor to the bartender he quickly darkenes the mood and after a quick exchange, he asks the party to leave. With no allies around, Aaliyahs continuous headaches and no idea how to fix their current situation, they set for the moutnains once more. Whilst on their way towards the entrance they are approached by Firebrod that explains how saddened he is for their departure. without a second of doubt they walk forth, open the doors and leave Dwalinstad behind them.

    Character(s) interacted with

    Gamdring Firebrod (Council)   Serra Meaddrinker (Priestess)   Helna Lighthammer (High Priestess)   The Blazing Sun Bartender   Kelem Daggerlight (Blacksmith Assistant)
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    13 Mar 2022
    Primary Location
    Related Characters

    Session 10: Pluck the Living Flower

    General Summary

    The party heads to the Ruby Ramshack. They discuss their approach to infiltrating the Malferent Soulforge. They suggest using HMA couriers to find Rakish. Or maybe Tony Canoli can help them. Alkaline and Naved butt heads over killing guards. Naved is SUS of Alkaline. FIorian keeps watch while they discuss and see a Gold dragonborn head inside the Ramshack. All except Naved head downstairs and eat some Charred Hare and Rootmash. Alkaline and the gold dragonborn make eye contact. Alkaline is starstruck. Upstairs Naved talks with their Warden who reassures them that they are still on the right track despite Alkaline and the groups questionable morals. The Warden deem the Soulforge a wicked place, which calms a lot of Naved's moral qualms about the many possible outcomes of a break-in. Naved is less sus. The party coalesce back in the room and do some light research and come across and interesting passage from the Malos book. Then they head to bed. On Naveds watch they notice the door to their room is being lockpicked. They wake Triandra, but before they can do much but don their shield a gold Dragonborn carrying a blunderbuss enters and tells them that he is going to kill Teel and take him to the Clasp for the bounty. A fight is had where Teel, Naved and Alkaline almost fall, but some clutch healing from Alkaline keeps Teel in the game. The dragonborns blunderbuss misfires and he runs for the window. The party follows and a chase is had. Triandra and Florian are hot on his heels, but Triandra slips on the cold icy ground. Florian manages to catch up with he dragonborn, tackles him to the ground and punches him unconcious
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    12 May 2025

    Session 11: This... Is my boomstick

    General Summary

    Florian strangles the unconcious dragonborn to death and loots his gurgling corpse. Meanwhile at the Ruby Ramshack, Ruby the owner comes running into the room with Teel and Alkaline. Alkaline starts lambasting the security of the Ramshack while Ruby is furious about the state of her room. Teel jumps out a window. Naved walks back into the room and seperates the two who are about to start going down a dangreous route. Alkaline is mad. Ruby and Naved square things over and decide on teh best course of action being not to call the clasp. Teel meet up with Triandra and Florian who bring him back to the Ramshack where they all coalesce. They loot the dragonborns stuff finding a small notebook contianing descriptions and investigatory notes as well as small bone tokens seemingly made of finger bone with a slight magical tint. They also find a silver key. Alkaline gets the blunderbuss. And they all head to bed.   Triandra dreams of a sprawling garden of flowers and trees and brushes. She tries to summon Teel, Rakish and Lumeric but none arrive. A figure wearing a nice black suit and a beekeepers hat arrives and plants a dying flower into one of the plots. Triandra converses with the figure who tells her that he is her Pale Gardener. The one who keeps her memories. He tells her that she has not been good at accepting and nourishing some of her bad memories and he wants her to revisit some of the painful ones and accept them back into her life. First she visits a memory of the fight she had with her ex wife. They have a large fight about normal thursdays and hwo she cannot live such a boring life. Then she visits another memory, this one being of her parents fighting throughout her life regarding their poor living situation, the fact that Triandra was not planned, and the fact that her father and mother watned different things in life. Afterwards the Pale Gardener urges Triandra to learn from her memories and to not become what she fears she is. Just another boring thursday. She accepts she wants to try to change and the Pale Gardener hugs himself into her and they become one.   The party awake the next day and plan their stake out of the Malferent Soulforge
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    28 May 2025

    session 11: What now Report

    General Summary

    As the party stands on the outside of Dwalinstad with the snow falling down upon their tired and weary faces they discuss what happenes next. Whilst talking the party walks into and ambush. Four dwarves armed with corssbows, clad in white furs approach the party and asks where their allegiance lie. They interact with Derro Coldhammer who interogates the party for a while. The party unsure what to answer manages to sus out that the dwarves are hostile towards teh king and the council. They share some information about the current state of Dwalinstad. Aliyah and Emnas Firebrod finds some common ground on the basis of their situation. After a drink and a rather long conversation the party sets out towards Hillsted. When night falls the party heads off into the woods to find a camping spot. During the night Aaliyah is visited by Gamdring Firebrod. He invites her to take a seat nect to him, drink some tea and talk. He reveales his true nature as a dragonborn operative and tells Aaliyah that it doesnt matter where she runs or where she hides. The order knows where she is. He mentions something called the Cal-Mahir and reveales that the order has gotten much darker and sinister in their torture methods. He ends the conversation by mentioning that all the major cities are under dragonborn control. Reun, Copperstad, Loudwater, Darkweld, and all the other places. After a chilling night, they awake to a fine winter snowy morning and continues towards their next mark. Hillsted

    Character(s) interacted with

    Derro Coldhammer (Broken Valor outcast) Emnas Firebrod (Broken Valor outcast) Gamdring Firebrod (Councillor and revealed dragonborn operative)
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    16 Mar 2022
    Primary Location

    Session 12: Miners Lung and Laughing Gas

    General Summary

    The party head over to the Malferent Soulforge where they inspect the large fortress. It is seemingly surrounded by a forcefield of arcane properties. There is an entrance repurposed and sealed with a stone wall. Triandra and Teel try using the insignia on the forcefield by the wall but it does nothing. Naved takes a look at the insignia. Naved asks a kid who is destroying a random rosebush if he has seen anyone ever enter, but the kid says no. Then they head to Lumerics to rest and work on some disparate stuff. Triandra tries to summon a flower into existence. Naved translates some more Malos musings. Alkaline starts making a schematic for the blunderbuss. Teel tries to read.   When the workday is over and the howling pipes send the workers home, the party head to the Blacklung Pact to see what's going on and to meet the researcher who Is helping the pact. Arriving at the old rundown and repurposed factory now turned meeting hall they sit down. There are some flowerpots disparately strewn around the space. Alkaline chats with Remuz and Alfus. The doors are locked and Cullen "Cougher" Morsley holds a speech that erupts into passionate applause as Amber the scientist takes the floor to talk about her findings in the oil and coal. Before she can get to her points gas starts spewing from the flowerpots and people start to choke. The party readies for whats to come

    Character(s) interacted with

    Simmon the vandalizing kid, Amber Sulthart, Cullen "cougher" Morsley, Remuz, Alfus,
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    06 Jun 2025
    Primary Location
    Related Plots

    Session 12: On the run Report

    General Summary

    The party awakes after Aaliyahs sleepless night of terror and continues their road towards anywhere. Whilst walking down the mountain road the clouds in the sky formed draconic letters spelling out "Run, 3, 2, 1" after which the mountain shook and a snowslide began. The party desperate for any cover rushed towards a nearby pile of rocks and hid. Once the snowslide hit, damaging the party and burrying them, they manically tried to get out. Aliyah and Ven managing to dig themselves out with the help of their respective abilities. Krom on the other hand, tired, beaten and broken could not manage to dig herself out. Aaliyah and Ven managed to luckily find her and dig her out. The clouds once more spelled out in draconic "Hope you survived - Gamdring firebrod"   After a day of trudging through snow slowly making their way towards the valley they camped and once again during the night, Aaliyah was visited by Gamdring who this time took his sweet time torturing Aaliyah in her old laboratory room.   The next day with the memories of the torture still fresh in her mind the party and Aaliyah kept walking, wanting nothing more than to get away. Night came and once again Aaliyah gets a visit from Gamdring who continues to torture her. This night especially affects Aaliyah as she now has sudden flashbacks to the pain she experienced in the dream.   Making their way down the mountain now reaching the point where Aaliyah first heard the noise in her head it disappears. Relieved the party speculates about the nature of Aaliyahs ailments. They also discuss Ven and his ticking heart. After continuing until nightfall they find something not quite right. Footprints, blood spots, trampled down snow and a crashed wagon. Whilst exploring the crashed wagon they find a gold ring with magic properties. Discussing what the ring could be Aliyah heads out to keep watch and stands face to face with a ghastly visage. Pale white, long arms and slenger fingers with sharp nails. A long tongue with yellow slitted eyes.

    Character(s) interacted with

    Gamdring Firebrod
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    23 Mar 2022
    Primary Location

    Session 13: Teel gon give it to ya

    General Summary

    The Blacklung Pact headquarter is filling with a grey smoke and the common folk are starting to fall over dead. The party is ambushed by Ashen Fang union busters wearing gasmasks who pull out canisters containing a deep green and black smoke that blinds the party. A good 60% of the pact dies along with Remuz, but the party manages to fend off the attackers, get the canisters out and keep Amber and Cullen alive. Afterwards they reconvene at Cullens house.   Teel confesses his sins to Cullen who tells Teel that he better start serving a better course fast and start atoning for what he is done. Amber and Alkaline take hold of an oil sample and analyses it revealing it contains traces of Cinderglass which can damage metal when exposed to heat. Amber and Cullen believe it is a matter of cost efficiency. Teel believes there is more going on and that Harker Blacklung is but a mere middleman for something bigger. Either way they agree that Harker is a problem that needs to be dealt with. Teel convinces a grieving and angry Cullen to take a step back until they can strike in force. Cullen agrees. Cullen also hands the party the shipment slip revealing the cinderglass ridden oil came from Blackvein Holdings in Drakenslag. With their newly found evidence they prepare for whats next.

    Character(s) interacted with

    Cullen Morsley, Amber Sulthart, Alfus, Remuz
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    11 Jun 2025
    Primary Location
    Related Plots

    Session 13: The Dragonborn Paradox Report

    General Summary

    The party is attacked by three pale blue humanoid monstrosities whom they quickly manage to take out. Aaliyah sustained a wound in her abdomen which had her worried due to her earlier encounter with lycanthrope. Inspecting the monsters they manage to find a ring and some small gold coins halfway eaten up by what must have been some sort of super magical acid since gold is not reactive. After a spell they set out on the road once more.   Night already upon them, they decide to mset camp not but an hour later. During the night Aaliyah is once again visited by Gamdring Firebrod who spends his time killing Aaliyah again and again. Aaliyah is awoken by Dillweed whom she tries to strike down. Terrified Dillweed runs and awakens Ven and his scream manages to awaken Krom. Aaliyah runs blindly into the woods as Krom follows. The chase lasts about 12 seconds as Aaliyah blind as a bat runs straight into a tree. Ven follows suit to join the conversation. After a small chat the party decided that they will go to Elves in Amaren in hopes of finding a way out of this mess. Aaliyah takes her guard shift, during which she has trouble fully letting go of her past dreams which keeps pertruding her senses.   After a tense night Krom is awoken by Aaliyah whom talk to each other for a while before Aaliyah mercilessly pulls out a dagger and stabs Krom in the gut. Her visage fades away and Gamdring Firebrod shows himself once more. Suddenly strapped down into the same room as Aaliyah, Krom is tortured and told in great detail what Gamdring will do to her and everyone she loves if she does not give Aaliyah a certain message. "Aaliyah does not get to be awoken and pulled away from her nightmares anymore. Lest everyone she knows be tortured in the same way as her and if she still refuses, the nightmares will turn real."   Krom is awoken by Aaliyah this time, this time for real (maybe?) and the party talks about what happens next.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    22 Apr 2022
    Primary Location
    Related Characters

    Session 14: A dream of a shadow is a man

    General Summary

    The party leaves Cullens house and head to Jesabelles Bits and Bobs where they pick up some scrap metal for Alkaline, some clothes for Teel, some boots for Naved, some cookware for Florian and nothing for Triandra. At Jesabelles Bits and Bobs they are contacted by Tony who tells them he has the items they seek. Then they head to Ren's Scrapyard where they meet the eclectic gnoll Ren. Alkaline buys some steel and some iron tubing and Florian buys a longsword. Ren and Teel get into a stare down as Teel ponders selling off the Durum rings they got from the darkly clad assassins. Triandra uses her Cherished Memory ability to take in the space around her. In the end they leave a salivating Ren without selling the durum.   Back at Lumerics Alkaline and Teel create some pipe bomb casings and some shrapnel. Then they head to bed and the watch starts. Naved talks to their patron who tries to calm their nerves. Triandra dreams of a café where she is encouraged to eat dead union member tapas food and gets served Teels head on a platter. Teel sneaks out during Triandras watch to talk to Cullen who is seemingly sleeping with Amber Sulthart. Teel and Cullen talk about what's to come and Cullen tells Teel that he needs to be ready to take over the reins of the union when he is gone. Teel accepts. Afterwards they all coalesce back at Lumerics.

    Rewards Granted

    Scrap Metal, Boots, Clothes, Cookwares, Sword.

    Character(s) interacted with

    Ren the Gnoll Scrapyard Salesman
    Jesabelle the Bits and Bobs owner
    Cullen Cougher Morseley
    Amber Sulthart
    The Warden
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    11 Jul 2025
    Primary Location
    Related Plots

    Session 14: And on it goes Report

    General Summary

    The party once again start their journey down the mountain towards the crossing that leads towards Amaren. After travelling for a while and discussing how to counteract Firebrods invasive practices, the party sets up camp. Ven takes first watch waking Aaliyah after ten minutes. However nightmare strikes once more and Aaliyah is visited by Gamdring. However Ven pulls her out of it by waking her after his shift is up. During the night, Krom is also dreaming. A beautiful life filled with joy. A good life lived with her wife Natacha and son Elm. The dream turns sour as Natacha and Elm succumb to sickness and Krom is left mourning their deaths for years to come. She then awakes and find that her new life was just a dream, drifting on the seams of an illusion. After the sleepless night the party discusses how to deal with the problem and tries to make heads or tails about how Gamdring is doing it. They settle on a plan using the idea of irregular sleep patterns in hopes of it throwing Gamdring off their scent.   The party continues down the mountain finally reaching the crossing where they met the caravan. From their vantage point they see a large army marching towards the east. An army of Orcish warrior, probably from Galvar Gordoroth. They decide not to interfere or contact the army and settles down for the night. They set camp and keep awake as they try to outsmart Firebrod. During the night they are ambushed by three drow that have come to take Aaliyah away.

    Rewards Granted

    Everlasting mental trauma

    Character(s) interacted with

    Gamdring Firebrod Three Drow Elves
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    27 Apr 2022
    Primary Location
    Related Characters

    Session 15: Meet the Canolies

    General Summary

    Naved talk with Teel. The two don’t see eye to eye, or do they? It's kind of hard to parse and they don't seem to know entirely either. Alkaline makes Triandra breakfast (after Florian burns the first meal) and Alkaline confides in Triandra about her wanting to join some dreaming fun. The party then heads over to Tony where they pick up an outdated floorplan and a vial of oil of etherealness. The party discuss how to go about using the oil and decide to head over to the soulforge to scout it out.   While outside the soulforge Naved wants to try to the entrance while Alkaline thinks oiling up is the key. Naved tries the entrance and the sigil activates sending them to the ethereal plane. The Warden speaks to Naved guiding them to the research quarter where they tell Naved to inject a needle full of pneumatic essence. Naved is "sus", but goes along with the plan. Afterwards the warden leads Naved to the Storage room where they find an old elevator. The Warden reveals the passcode M79, and the elevator takes Naved to the engine room where the warden tells them to watch out for a Gityanki named Grand Executioner Thorne and tells Naved to stop the engine. Naved makes contact with the group and stops the engine.   The group notices the forcefield dissipating and the wall descend. They head inside. Alkaline and Triandra start digging through the archives while Teel and Florian try to find Rakish. Alkaline and Triandra make pace and find some interesting audio recordings for later. Teel and Florian bust open cell door after cell door but struggle to find Rakish. Naved join up and start to help. Alkaline and Triandra head to the lab but before Alkaline reaches it Florian calls for Alkaline to help find Rakish. Alkaline is torn between finding the secrets of her pneumatic manipulator and helping her friends. She decides to help with Rakish while Triandra head inside the lab. Inside the lab she is confronted with a githyanki who starts to slowly chase her outside. Alkaline, Teel, Florian and Naved desperately bust open cell doors to find a limp but alive Rakish. Naved notices that Triandra is being chased and the rest of the party heads towards the entrance. Alkaline pneumatically tethers the githyanki to the ground and they are stuck. The gith then makes some movement with their hands sending a shockwave through the souls of the party doing "something?!". The party leaves the premisses.

    Rewards Granted

    Three common audio recordings.
    One vial of Oil of Etherealness
    Four Githyanki Audio Recordings
    A Audio Playing Device
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    17 Jul 2025
    Primary Location
    Related Plots

    Session 15: Three-way Drow Problems Report

    General Summary

    The party defeat the three drow in the middle of the night and loot some interesting items of the Drow leader. During the battle, Aaliyah falls unconcious and dreams about her past with Zineta. When Aaliyah awakes from her dream the party discuss further action and decide to sleep the remainder of the night. Aaliyah dreams once more of Zineta, before being awoken by Ven, which causes her another restless night. At the break of midday the party packs up asnd heads on.

    Character(s) interacted with

    Zineta. Drow Leader
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    11 Aug 2022

    Session 16: Friends Forgotten Report

    General Summary

    The Party discuss the Orcish army marching towards the east and decide to continue onwards towards Amaren. Whislt travelling they see two burnt down farmhouses. Whilst investigating one of the farmhouses they find a family, slaughtered by the passing orcs. They burry the dead, but whilst rummiging the house they encounter their worst enemy yet... an infant. They decide to not kill the infant and to take her with them. Whilst travelling onwards they realize that babies need food, very specific food, which none of the party memebers can produce. So they improvise some berry juice and settle for the night. During the night Aaliyah has another nightmare depicting Zineta being tortured. With Aaliyahs mental state becoming cionsiderably worse they truck onwards in hope of finding refuge both for Aaliyah and the baby. On the road they encounter Braalin Moutnainbeak, a traveling minstrell, venture capitalist and tradesman. He offers up his company and give the party the ability to trade and barter. Thorugh much deliberation they trade away their baby whomst Krom named Elm, the drow ear piece and their necklace with ruby fluid. In return they get Thread of Alarm, Bag of Holding and a Necklace of nonedetection. After parting ways with Braalin the party settles down and Aaliyah relives the day Zineta dissapeared.

    Rewards Granted

    Thread of Alarm, Bag of Holding and a Necklace of nonedetection.   mental breakdown

    Character(s) interacted with

    Braalin Moutainbeak, Baby Elm, Zineta, Gamdring Firebrod
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    18 Aug 2022

    Session 16: The interconnected part of being alone

    General Summary

    The party exit the Soulforge and catch their breaths. Above them the sky cracks open and through the rift comes an ancient red dragon which circles down and lands in the soulforge. The party run to Lumerics. Rakish is seemingly out cold and Alkaline wants some answers from a gobsmacked Naved with none to give. As things come to a head Alkaline head outside. Here she meets Malos Malferent, also known as The Warden or Deni. The warden explains some things regarding Pneuma and tells Alkaline to go easy on Naved. The Warden steps away and Naved comes out and the two join the rest of the party inside where they discuss what to do going forward. They listen to the Pneuma on Tapes series and gain some knowledge regarding this mystical power. They want to wake Rakish for more answers, but figure out that the manacles are keeping them supressed. Alkaline can fix this tomorrow with an identify spell, so in the meantime they keep watch, read some Malos notes, Teel works on his Adjective-Object grammar structure and Triandra tries to see inwards. When night falls, The party goes to sleep and Teel keeps watch. Naved has an enlightening conversation with Malos, The Warden, Deni on the Reunian beaches while drinking coconut juice. The Warden reveals some things about Pneuma, some things about why Naved needed to inject the essence and that Malos being too involved could be dangerous. He also admits to fucking up Naveds attempt to steal the watch to get them fired so they would end up in the sootworks… Woopsie
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    10 Aug 2025
    Primary Location
    Related Plots

    Session 17: A new lens, a new focus Report

    General Summary

    Aaliyah and Krom open up and have a heartfelt conversation about their dreams, hopes and goals. Aaliyah explains her predicament and thoughts about Zinata. They agree that they should stick together as a found family. They pack up their tents and continue westwards. On the road, Ven has a seizure whilst making industrial clockwork sounds. When the seizure ends he tells the party about what he experienced, but the party suspects Ven of being a dragonborn sleeper spy of sorts which sets Ven off. Ven and Aaliyah argues which heats to the point of tears. Ven and Aaliyah talk together and settle their differences ending in a consoling hug. Ven then tells the party that he must travel north and that Aaliyahs path is to go west, to Reun and that she will find Zinata. Krom is taken aback by the news and vocalizes her dislike of splitting up, however Ven has set his mind and Krom respects his decision. Dillweed has a hard time coping with the loss of Ven, but the party travel onwards, short one Gnome ally. They settle down for the night, but are approached in the night by a conspiratorial Dwarf named Torcoll of Clan Airgid. He tells the party he heard rumors of them being part of a dissidence movement against the dragonborn scourge. After a long conversation discussing the nature of the partys ionvolvement with "dissidence" they hear the sound of dragon wings in the distance. They run and hide as the dragon sniffes through the campsite, nearly managing to find Torcoll. The dragon leaves and the party discuss what to do. They set their eyes on Reun and continue walking.

    Rewards Granted

    -1 Ven +1 Torcoll
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    01 Sep 2022
    Primary Location
    Related Plots

    Session 17: INDREAM101 - Introduction to Dreamweaving

    General Summary

    Teel keeps watch downstairs as the rest of the party leave for dreamland. They appear in a fragmented off brand version of the coked coal refinery where they are ambushed by a centipede with many faces scouring its chitin. The party fight valiantly, but things quickly take a turn for the worse when the faces on the chitin start captivating the party members by impersonating their loved ones. Distracted and outmatched Florian takes a big hit as the monster starts stealing his face. Teel notices Florian scream and rushes to help. Alkaline makes an escape for the party by using her rope of climbing to make a unnatural vent accessible for the party. As Florian is screaming and piercing the skin of Alkaline and Naved by grasping at their hands, Teel manages to break the link. The party awakes   After discussing what happened, the party can't wait to return to the dreamworld for a lovely suicide run. Malos tips Naved off that the suicide run is a suicide run and Naved stops alkaline and Triandra from committing suicide.   The party go to sleep and wake up the next morning just in time to realize Alkaline needs a small loan of a 100gp pearl. The party turns their pockets and gathers 62gp, a wedding band, two pipe bomb casings, a bit of pocket lint, and some good hope… And realize they need to find an alternative road to the pearl. Where can they get a pearl without having any money? Tony ofc. However getting to Tony is easier said than done as Teel calls Florian naïve. Florina mocks Teels reading ability. Triandra tells Teel he needs to get his head on his shoulder. Naved is present. Alkaline is there too. Things heat up! Phew, they managed to work through it. They split up and half the party heads to Tony.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    20 Aug 2025
    Primary Location
    Related Plots

    Session 18: -1 Ven | +1 Torcoll Report

    General Summary

    Dillweed and the other bums continue their walk towards Reun. Whilst traveling the beaten path with everflowing grasslands to the south and the Maidfair Woodlands to the north, the white dragon encountered earlier that day comes flying above once more. It lets out a growl that echoes and trembles the ground itself. The party panics and choose to hide in the forest to the north. Entering the forest they find that it is both beautiful and terrifying. Vibrant green bushes leaves, thick and large trees, a dampening silence and smell fresher than anything ever felt before. The party, due to fear of the dragon, travels further into the woodlands and encounters a small utopian oasis of crystal clear water, fine flowers and flora and a female humanoid figure covered in bark. After conversing with the figure for a while trying to uncover its nature, Krom and Torcoll are inherently suspicious, whilst Aaliyah is more than happy to let her worries begone. The party are then met by more creatures of same nature and are taken to the sanctuary.

    Rewards Granted

    Gangstalking, paranoia and schizofrenia.   White Dragon Enemy

    Character(s) interacted with

    Three creatures who call themselves nature
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    07 Sep 2022
    Primary Location
    Related Plots

    Session 18: The Iron Ledger

    General Summary

    Teel, Triandra and Alkaline head to the Vault of Goldgrave and talk to an irritated Tony Canoli who is disappointed in the party's lack of pneumatic goodies for him to sell on the black market. Tony gives Alkaline a choice. Work for him for 27 years or take on a new assignment. Alkaline, Teel and Triandra agree to take on the new assignment. Tony wants them to find a missing bookie of his, Perrin Slate. As both a watchful eye and as aid, he sends with them his loyal capo, Vera Rossi.   The party makes Rossi's acquaintance and heads back to Naved and Florian. Naved and Florian half-heartedly agree to the deal. They Teel and Florian take Rakish to Teels roommate Liz where he can rest up and be taken care off. Liz is Teel's best friend and roommate and is paraplegic following a Refinery explosion, but is more than welcoming of helping the group. Teel and Florian both have a semi cry outside. Then they all coalesce at Perrin slates home. They investigate the home. During their investigatios downstairs, Navëd experiences a vision of a trio later revealed as Brute, Bleeder and Smiler. Upstairs they find some documents of fixed matches seemingly perpetrated against the Iron Ledger, a group well known to both Teel and Rossi. The Iron Ledger is an illegal fight ring where Teel once was a member.   They figure out where to go next, the Tallyhouse. An accounting and logistics firm functioning as a front for an illegal fighting arena. Rossi murder a clerk, break and enter, and make their way into the Tallyhouse where they end up rushing Grell and his goons who are torturing Perrin for information. They fight, Teel almost gets killed, but in the end, with the help of Rossi, they win. As only Grell and Brute are left in the fray they surrender Perrin and tells the party to fuck off. The end.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    03 Sep 2025
    Primary Location

    Session 19: Anything Can Happen In the Woods Report

    General Summary

    Dillweed and the knobheads arrives at the sanctuary in the midst of The Maidfair Woodlands and talks to one of the ancients who have been around since the first age. Krom climbs the big tree, Torcoll tries to take a bath and gets lost in the woods whilst Aaliyah draws her serene surroundings. They then rest up. Krom and Torcoll are blessed with calming dreams and serene surroundings and gain natures blessing whilst Aaliyah have a totally dreamless night for the first time in forever. After awakening they plan their path ahead and decide on going back to where they first ran into their nature friends. They walk on the edge of the forest until they are stopped by a wide river. A nearby bridge brings the party to a nearby ongoing skirmish between three Orcish warriors and a unidentified Caucasian female with white hair in tattered robes. After defeating the orcs the party is introduced to   https://open.spotify.com/playlist/0EXTzGaC" href="/w/o-l-andem-kingduckiv/a/medella-ilmatari-person">Medella who is currently on her way westward. They give a quick introduction of each other and continues towards Reun due to the potential dragon threat.

    Rewards Granted

    Nice dreams and insignificant but well meaning temp hp
      A friend named nature
      A young women named Medella     Soon to be death and destruction
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    15 Sep 2022
    Primary Location
    Secondary Location
    Related Plots

    Session 19: Small loan of a 100gp pearl Report

    General Summary

    Rossi and the group bring Perrin Slate back to Tony. Now on better terms than previously, they get to borrow a pearl. Tony also gives some information about the Blacklung Holdings and veinlords.   Teel and Florian return to Lizz’s shack to get Rakish. During their goodbyes, Lizz shares her frustration with Teel's attitude and how coy he’s being whilst she’s left to wait around and wonder when she’d much rather prefer to be of use. This prompts Florian to tell Teel that he’ll be a terrible union leader if this sort of talk is how he’s planning on gathering people. They bring Rakish back to Lumriks’.   With Tony’s pearl, Alkaline readies a nifty identify-gadget, and use it to finally get the magical shackles off of Rakish. Rakish wakes up, immediately focusing in on their dear Florian whom has a lot of questions for them. The two talk for a while, Florian quite upset. Teel impatiently tries to butt in at some point, in which the group essentially gets shoo’d out of the room. Florian considers leaving the room as well, but Triandra ‘reads’ Florian and encourages him to give the conversation another go and to try talking things out with Rakish.   There’s talk of dreams, visions, childhood, intentions, identity, etherborns, pneumatic seas --- this is something the rest of the party should hear about too, and the two join the party downstairs where Triandra meets them with lightly burnt toast. Rakish tells about pneuma and the pneuma-clasts whilst the party tries to inform the gnome of what’s been going down the past week. The old gnome reveals that they’ve seen all of the party members - besides from Navëd - in dreams, and that they are connected to each other through the pneumatic subplane within a subplane. Rakish theorises of a wonderful future where peoples lives are greatly improved by pneuma… but more research needs done! -and oh my gosh! Rakish’s research! The gnome hid their book of research away in an alley before getting kidnapped! Hopefully it’s still there? After a few minutes of discussing the ethics of pneumatic weaponry, questioning Teel’s motives and plans, and the reveal of Rakish’s makeshift research facility in some old abandoned catacombs, the group starts getting ready to leave to retrieve Rakish’s book.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    13 Sep 2025

    Session 2: And so they awoke Report

    General Summary

    Ewneh and Karatesh keep watch but due to the low visibility and deafening sound of rain, she takes to scouting instead. After 15 minutes Ewneh is alerted by Karatesh screaming "Troll". A battle ensues with Karatesh and a fellow orc falling in battle. However the party is victorious and get their golden sleep. On teir way out of the gaps they meet an army of zealous Yondalla warriors who are ont heir way to the frontlines to aid Reun in the battle to come. After that they pass blueberry and head into the pinewood forest where they are met by Sentient Pigs who call themselves pigkin. They are friendly and invite the party to stay and eat. Ewneh is a big party pooper and hater of fun and so the party decline sleeping a night in the forest of sentient pigs and continue the journey. As they head into the Hallowed Meadows they are stopped by the appearance of red caps in the distance. Beware the Garden Gnome
    Campaign
    The Long Journey
    Protagonists
    Shel Urgath
    Half-orc (Acolyte)
    Monk 7
    45 / 45 HP
    STR
    16
    DEX
    16
    CON
    13
    INT
    8
    WIS
    14
    CHA
    10
    Lady Ewneh daughter of kurch, of house glitterbay
    Chi’Lu Orc ()
    Reckless Barbarian 7
    82 / 82 HP
    STR
    18
    DEX
    12
    CON
    18
    INT
    8
    WIS
    10
    CHA
    10
    Norreamin ''Norr'' Mossflower
    Neutral Good Stout Halfling (Folk Hero)
    Paladin 7
    60 / 60 HP
    STR
    15
    DEX
    10
    CON
    14
    INT
    10
    WIS
    12
    CHA
    14
    Report Date
    22 Jul 2023

    Session 2: The Silent Spire Anomaly

    General Summary

    POST-OPERATION REPORT


    Filed By: Lantern Simone, Field Operative
    Operation ID: 62/104-A – “The Silent Spire Aberration”
    Date of Filing: Honding 23rd, Vornithing Cycle 442
     

    I. Operation Summary


    Agents Buckles and Jumper were deployed to the Stonegrave Bluffs with provisional field access granted to Kathrine (formerly in containment pending extraplanar pact review) and new recruit Fig, Umbraling-class, newly attached to Field Corps. The team was tasked with investigating ongoing arcane and psionic anomalies emerging from the region of the Silent Spire, and to make contact with Arcanum Liaison Veyla Durn, who had ceased communication three days prior.
     

    II. Initial Contact – Stonegrave Bluffs


    Upon approach to the Bluffs, the party discovered the remains of a Githyanki warband, partially buried in ice and earth. The corpses were in rigid postures, half-consumed by the elements, and exhibited no signs of decay. Agent Buckles performed a Speak with Dead ritual on one corpse, which revealed the warband had been attacked by a Roc during pursuit of their true quarry.
    Shortly after, the group engaged the Roc, which had returned to circle the ridge. The creature was young, erratic in flight, and psionically mutated. It showed signs of internal gashes, malformed bone structure, and cranial exposure, suggesting long-term pathogenic influence of astral origin. Agent Kathrine initiated a Darkness spell that obscured the party’s vision; she corrected the error immediately, and the creature was slain by Recruit Fig. Upon death the Roc emitted a post trauma self-defence wave of psionic resonance that impacted each member.
    Upon inspection, the Roc was confirmed to be sick, likely affected by the same psionic contamination later attributed to the central Mind Flayer entity.
     

    III. Death Echo Phenomenon

    Contact with one of the Githyanki remains triggered a death echo, a temporal-psychic phenomenon wherein the party experienced a vivid, fragmented psychic imprint of the warband’s true fate. The vision depicted a Mind Flayer attack, in which the Githyanki were torn apart from within, brain matter forcibly extracted by remote psychic rupture.
    Note: This encounter suggests the Roc attack was secondary. The true threat was the Mind Flayer.
     

    IV. Ashfell Ridge – Recon Camp


    Upon arrival at Veyla Durn’s recon camp, the site was found abandoned. Snowdrifts had partially submerged the tent. Arcanum gear had been left in disarray, including:
    • An arcane dial device, which emitted erratic psionic tones when aimed at the Silent Spire.
    • A lead box containing a fragment of Githyanki flesh with a faint violet glow at the wound.
    • A strip of cloth identified as part of Durn’s uniform, which when handled, triggered a second death echo.
    This echo revealed Veyla Durn being hurled from the cliff by a Mind Flayer.
    Field notes recovered from the tent indicated Durn suspected the Mind Flayer to be suffering from a unique illness, evidenced by mutated saliva, erratic behavior, and astral destabilization patterns in the creature’s presence.
     

    V. Spire Approach and Entity Engagement

    During the night, Agent Jumper observed strange violet lights in the sky above the mountain. After rest and recovery, the party continued toward the Silent Spire. At the mouth of a cave system, the team began receiving telepathic intrusion, a broken, raving voice filled with paranoia and rage. Inside the cavern, the party encountered the Mind Flayer. It had begun creation of mind flayer tadpols, and was exhibiting pre-death signs of psionic collapse: instability, madness, and extreme aggression. The entity was accompanied by two psionically warped worgs.
    • Engagement Breakdown:
    ○ Kathrine, Fig, and Buckles were immediately stunned by psionic pulses.
    ○ Jumper dispatched one worg but was grappled and subjected to cranial extraction.
    ○ Fig recovered first and engaged the Mind Flayer, landing multiple critical blows and killing the creature in under 12 seconds.
    ○ Buckles revived Jumper, who survived with minor long-term cognitive dissonance.
     

    VI. Containment and Recovery


    In the back of the cave, the team discovered a Mind Flayer parasite spawning pool, a shallow basin filled with viscous fluid, arcane brine, and multiple dormant larval parasites. Samples were collected by the team for research purposes. The Mind Flayer’s corpse was recovered in full and is currently en route to Umbral Front containment facilities for postmortem analysis and psychic autopsy.
     

    VII. Field Assessment


    • Mind Flayer Status: Confirmed dead
    • Veyla Durn Status: Presumed deceased, unrecovered body
    • Parasite Pool: Neutralized. Contained samples secured
    • Pathogen Risk: Confirmed, the Mind Flayer exhibited signs of psionic illness, possibly infectious to other astral-linked creatures. This may be the source of psychic anomalies in the region.
     

    VIII. Recommendations


    1. Elevate Silent Spire region to Red Watch Status.
    2. Immediate quarantine of psionic lifeforms or extraplanar entities recently returned from the Astral Sea.
    3. Full containment and vivisection of the Mind Flayer corpse to identify pathogen strain and potential vectors.
    4. Consider deployment of Arcanum Pathologists to trace echo phenomena and stabilize rift activity.
    5. Initiate status review of Recruit Fig whom demonstrated high-impact combat performance under extreme mental strain.
    6. Place former secretary Kathrine back in house arrest pending investigation into extra planar
     

    Recovered Artifacts / Samples:


    • Vial of Mind Flayer saliva / brain fluid (psionic resonance active)
    • Three dormant larval parasites from spawning pool
    • Lead box containing Githyanki flesh sample
    • Arcane dial device
    • Corpse of aberrant Mind Flayer (secured in brine coffin, Marked “42-A”)
     

    Addendum – Possession Event: Kathrine


    Following the Roc engagement, Agent Kathrine collapsed due to physical and/or mental strain. During this time, her body was overtaken by the extraplanar entity bound to her via prior pact (designation pending).
    The entity displayed non-cooperative behavior throughout the interim possession:
    • Sarcasm, dismissive tone, and lack of actionable assistance.
    • Responses to Agent Jumper were deliberately cryptic and framed in metaphor.
    • The entity offered no tactical advantage or arcane support during field operations.
    Kathrine returned to control of her body during the investigation at Ashfell Ridge Recon Camp. She retained no clear memory of the time spent possessed.
    Note: This event further supports the necessity of concluding the ongoing evaluation of Kathrine’s status under Article 9: External Entity Pact Regulation.
        Filed with accuracy and clarity,
    Lantern Simone
    Field Operations Scribe – The Umbral Front
    Filed From: Relay Station 17-E
    Campaign
    Umbral Front
    Protagonists
    Report Date
    05 Jul 2025

    Session 2: Utility Belts and Dream Infidelity

    General Summary

    The party walks towards Lumerics Bed and Breakfast. On their way they see several Iron Clasp constables interviewing people and warding off the sites that were targeted in teh explosion. They arrive at Lumerics where they are invited in for scones. In the living room they discuss the evidence and potential conspiracies. Alkaline mentions it might be The Coalitions doing since she has bad blood with them, however Lumeric reveals themself as being a Coalition fence and doubts that as the person Alkaline killed was not well liked anyways. They figure out that the metal rings from the chain masks are made from Durum, and not recently. Florian shows Lumeric the insignia he found and Lumeric reveals he can help them figure out what it is if the party helps them with a problem that recently arose. Lumeric was robbed by Briggon and some goons outside the Braided Beard Belly tavern and wants their documents back. In return he will take the insignia to a colleague who can identify it. The party agrees. They take a short rest where Naved is visited by their patron through Triandra who seemingly approves of Naveds new friends. Teel gets a visit form a courier of the HMA who delivers to him 3 copper pieces in severance pay. Teel puts 12 gold in an envelope and sends it with the courier to a person named Lizz. Then they head for the braided beard belly.   Triandra notices that a lot of people are saying her name while wandering the streets. Some mentions her nude figure and others point and scowl.   At the tavern they have a drink and discuss how to move forward in getting the document. Before the party can get a plan together, Teel walks over to a nearby patron, tries to shove him, fails, grabs his drink, and tries to throw it at Briggon, and also fails starting a brawl. Teel takes the random patrons head and smashes it against the table. He is dead. Fucked dead. No more. Ex patron. Gone to meet his maker. Perished. The rest of the patrons scatter. Triandra steals the documents from Briggons backpack. The battle ensues. With a slash of their sword Naved cuts Briggon who surrenders. The party then promptly runs.

    Rewards Granted

    1 first degree murder charge

    Missions/Quests Completed

    Got the important document for Lumeric

    Character(s) interacted with

    Lumeric HMA courier (Older Halfling Woman) Dead tavern patron (Older human man) Briggon Two goons (One half orc, one mute man) Owner of Braided Beard Belly (Mid fifties woman on the brink of psychotic break)
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    12 Mar 2025
    Primary Location
    Related Plots

    Session 20: ...And Justice for All

    General Summary

    The gang goes dumpster diving for Rakish’s research. Alkaline and Florian find it. Rakish eagerly grabs it whilst the rest brush off filth – when suddenly, Triandra spots a seemingly rotting humanoid approaching. Quickly, she grabs Rakish and runs off with him. Just as the rest of the party begin to register the undead’s presence, it lunges towards Teel and brutally attacks him, screeching words of vengeance. With the old gnome out of harms way, Triandra returns to grab the actively dying Teel from death’s grasp and runs off with him too. Melee attacks seem ineffective towards the undead whilst it barges past party-members in pursuit of Teel. With no current way of fighting it, Alkaline magically shackles it, giving the group a head start as they begin to flee. The party manages to get away, for now, and reaches the catacombs where Rakish awaits them. Provided acute medical assistance by Alkaline, Teel has regained consciousness, and Navëd immediately tends to the boy’s wounds once they’ve taken shelter. Even so, the dwarf is still severely wounded and is given a bed to rest in a lone room. But before heading off to sleep, Teel confirms that he recognizes the Revenant as the man he’d murdered a mere week ago. Rakish and Alkaline are quick to begin discussing pneuma research and theory, meanwhile Navëd approaches Florian and Triandra with concerns for the young dwarf and revenant. Navëd decides to guard the entrance, but first goes to retrieve the ‘walking-talking’ from Teel. Rummaging through his belongings, they come across Teel’s personal notes? Perplexed, the sus half-elf snoops at what’s written before heading off to stand guard. In the meantime, the rest decide that some will go seek aid at an All-fathers Closter regarding the revenant. Florian tries to convince Navëd to join the trip, but the ex-guard is adamant on not leaving their post. Navëd hands them their remaining gold and the ‘telling phone’, and Triandra and Florian leave as a duo. At the Closter, they find an old fanatical orc priest whom insists that they will need to exorcise the revenant, emphasizing that the finishing blow needs to be by holywater. The priest hands them a flask of ‘All-fathered’ holywater. As they leave, Triandra prays for Medella to bless the water too.

    Character(s) interacted with

    Ephraim the Good
    Rakish
    Bar Patron Revenant
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    17 Sep 2025

    Session 20: And then there were 4 Report

    General Summary

    After Dillweed and those other randos defeated the orcs and continued their journey towards Hillsted walking along the outskirt of the forest they settle down for the night in The Maidfair Woodlands. They have an extended conversation introducing themselves. As night falls and the party goes to sleep, on Medellas guard shift she notices a giggling noise coming from within the forest. She awakens teh party who are approached by green women in the nude. They flirt with the party and manage to enchant Aaliya, Krom and Torcoll. Medella on the other hand manages to whitstand the charm and manages to end the charm on her newly found party memebers. After which the party realize these creatures are nightmares in disguise. A battle ensues where several party memebers are maimed and drained of their strength. They manage to defeat the threat however some lasting problems pop up. They finish their rest and continue their walk. On the road they meet three Firbolgs. Ermas, Lesom and Jolom Estram, three Firbolgs making a pilgrimage to The Maidens Cleft. They sit down for some tea and food.

    Rewards Granted

    Long lasting scars and trauma. Dillweeds newly found self confidence.

    Character(s) interacted with

    Ermas Estram, Lesom Estram, Jolom Estram   Horrible death creatures.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 Sep 2022

    Session 21: God Hates Us All

    General Summary

    Florian and Triandra arrive at a factory, running an errand for Alkaline and Rakish. They are looking for an accountant named Missy, also called Tilly. A busy engineer gives them directions and they find the office of their gunpowder dealer. With an awkward but friendly tone, and 12 gold, they successfully trade for 10 bullets-worth of gunpowder.

    In the meantime,
      Rakish and Alkaline are looking over Alkaline’s mechanical gauntlet. They conclude that the desired upgrades and future research of it will require a handful of components. More specifically, components of the dragonborn variety, now most likely to be found within the ruins of the Wild-Fire Isle. “By the way Alkaline,
    THE DRAGONBORNS WERE THE BAD GUYS
    ” (Rakish 1835).

      During Navëds watch over the entrance, they’re visited by the voice of their Warden. Navëd starts off with a cold tone, but has a hard time keeping up the attitude in the face of Malos’s friendly tone. So they warm up and chat for a while. Navëd admits to feeling distressed due to interpreting Malos’s previous trickery as a lack of faith in them. Malos apologises. Also informs that Navëd isn’t reliant on him for their powers anymore.

      Florian and Triandra eventually return, and the whole gang gather to discuss their next steps in finding the right resources for their pneuma research. During talk of whether to leave the mainland or not, Teel begins to share some of his personal plans, which happens to overlap with one of their potential locations and its ongoing politics. Also, this location is way closer than the isles. So with Teel, time and finances in mind, most of the group seems to favour this shorter trip to start, and to reconsider travels to the isle at a later date.
      Firstly however, the revenant.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    29 Sep 2025

    Session 21: Happy Three Friends Report

    General Summary

    Dillweed and whatever speaks with the three firbolgs about where they are from and where they are going. The firbolgs are on a pilgrimage to The Maidens Cleft where they are to have a seance of sorts in three and a half months to try to contact their ancestors. There is supposed to be a astral phenomena that occurs very soon where the three moons align in the sky and that the weave lay closer to the material plane. There is a fair amount of inner party dialogue. After the firbolgs leave the party travels for a bit and then rest up. During the night Torcoll is visited by long lost friend of the party Gamdring Firebrod. Gamdring talks with Torcoll about his plan for him and their relation to each other. He then opens Torcolls skull and examines something. The party awakens and Torcoll and Aaliyah talks about "something relevant i believe" whilst Dillweed cries some more... This session was a mess, i remember naught.

    Rewards Granted

    Less answers and more questions
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    05 Oct 2022
    Primary Location
    Related Plots

    Session 22: Mirror Stage

    General Summary

    Triandra “wakes up” to a melancholy dream, where she finds herself with a husband and kids. Josh Smith, her frowny-faced husband lay beside her. He greets her good morning before going downstairs to cook them breakfast, whilst Triandra decides to climb out the second-floor window. Down on the ground, she creeps on her frowny family through another window. In her own reflection, she finds her Longing. They talk; her Longing pondering if maybe life would be better if only she’d settle to live a lie. Longing back to stability, routine, safety – but most of all, a time she was loved. Triandra says she needs whatever is real, not a lie. Eventually, she convinces her Longing to reunite with her.

    The night goes by calmly. On the last watch, Florian gets accompanied by Rakish. They speak about family bonds, current events and the new group. They share their thoughts regarding its different members. Rakish seems especially concerned with Alkaline, due to her almost positive attitude regarding the dragonborn, and tells Florian that it’s important he keeps his big heart and moral compass. Florian brings up concerns for Navëd and the Warden, and is told that some deals can be mutually beneficial. That it’s really a case-by-case thing. [em]But remember kids, don’t do deals with devils or demons! [/em]

    Morning arrives. Whilst people gather, Triandra slips away to a lone room. There she cries. Her sobs echo through the catacomb, alerting the rest of the party. Teel goes to check on her. The two share a heart-to-heart, as Teel both affirms Triandra’s current emotions and opens up about some of his own. They’re both glad to have found support in eachother. Abruptly, a seizure seems to hit Triandra. She “wakes up” in her garden of memories. She finds a disgruntled Pale Gardener by a patch of wrecked flowers, telling her that her Longing is looking for memories of her wife. Triandra goes and finds her Longing, and stops her from digging up any more flowers. She embraces her and talks her down.

    Triandra wakes up to the group standing over her, Alkaline ready to stab her with a big needle. Triandra gets up, and seems physically fine whilst people examine her one-by-one. She does her best to explain what happened. Alkaline repeatedly voices worry for what an issue a seizure may be in future scenarios. Rakish gets angry with the tiefling, accusing her of doing nothing more than guilt the poor woman over something out of her control, and to shut up about it if she hasn’t got a solution. Alkaline is taken aback and leaves the room. Triandra follows shortly, and finds Alkaline working on her gizmos. Triandra tells her that she didn’t take it the way Rakish did, and believes Alkaline simply has her own way of showing concern for others. Triandra then shows interest in Alkaline's work, and listens as the tiefling explains her process.
    [em]Oh shoot! Florian let the hashbrowns burn![/em]
    Later on, Rakish approaches Alkaline and apologizes. The gnome admits how they might’ve had a brewing issue with Alkaline’s attitude from the day before, and advises her on how to avoid sounding pro-dragonborn in the future. The two then work together for a bit, Alkaline quietly nodding along.

    Alkaline spends a few hours making bullets with Teel, meanwhile Navëd seeks out Florian for swords practice. Triandra sits and watches them all <3
    They ready up to leave for Tony’s.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    04 Oct 2025
    Primary Location

    Session 22: The Wind Brings silence Report

    General Summary

    Dillweed and the side characters pack up their things and continue towards Hillsted, however the weather turn even more sour than before. With little to no food, lack of shelter and clean warm clothes, the party look for any refuge. Aaliyah spots something resembeling a wagon in the distance, which on greater inspection turns out to be a run down, mildewed and rotten cart with two gnome or halfling skeletons inside. After repurposing the cart into shelter they try to get some sleep but the bad weahter and cold rain makes resting hard. Torcoll has a small night terror. The Wind Brings Silence.   Aaliyah and Medella inspects her arms and notice how the condition has evolved and there are bumps that are penetrating her flesh and can be felt beneath her skin.   Medella solves the partys growing food problem with magically growing food.   The sky above forms to write out goodbye in the sky. The party beleives this to be gamdring.   Krom helps Medella and cuts her hair with a dagger. It looks, like hair.   When the party awakens the storm has gotten worse, but the party decide to press on. As the weather gets continually worse over the course oft he day and several memebers are having trouble with both tiredness and forstbite. When the weather becomes unbearable they try making a small shelter by combining their tents and some tress. Aaliyah manages to light a fire with her breath weapon. Dillweed gets a message from Gamdring. The Wind Brings Silence. The wind picks up and starts tearing at the shelter. As the party is trying to hold the shelter together Gamdring screams into Kroms mind. The Wind Brings Silence.   The shelter is ripped apart and the wind starts crushing Aaliyah. The party fights the wind with some close calls, but come out victorious in the end. Afterwards the party informs Medella about Gamdring and their relationship.   After some weeks of travel the party finally arrives at Hillsted.

    Rewards Granted

    Knowledge of past baby-trafficking
    Finally some form of hope and refuge

    Missions/Quests Completed

    Arrive at Hilsted

    Character(s) interacted with

    Gamdring
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    12 Oct 2022

    Session 23: A familiar sight Report

    General Summary

    Dillweed and... ehh... and? Nevermind, arrives at Hillsted where they talk to Arhma Appletop, an Halfling farmer working his land. They talk about Hillsted, Leylan and how the city functions. When they arrive in Hillsted the party recognizes a peculiar person, its Ven, or at least someone who looks and talks like Ven. They also meet Vens best friend Kevin, a tall muscular himbo, whom Ven grew up with. An interview ensues which leads to Ven taking them to Leylan. Leylan talks to the party and tells them about Hillsted and about their current predicament regarding water and compost thievery. Leylan wants to help the party and the party agrees to help Leylan with her thief problem. The party ventures into Gerald General Goods where they meet Gerald Grumbleleg, an old gnome who lived in Hillsted back in the day when it was a gamblers den. The party goes back and forth about buying items, haggling prices, racism and stories from the time before the great purge. Krom finds a rusted chalice in teh shop but decides against buying it for 15 gold pieces even though it is magical... The party the decide to travel to Ven's farm to take a shower and to eat some food.

    Rewards Granted

    A sewing kit, clean socks and racist remarks

    Character(s) interacted with

    Ven, Kevin, Geralt, Gerald Grumbleleg, Leylan Farholm, Arhma Appletop
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    19 Oct 2022
    Primary Location
    Related Plots

    Session 23: Weird Salty Meats

    General Summary

    The group meets with Tony, looking for work. Tony offers them 300gold for sabotaging a handful of shops under the control of rivaling mobsters. Bakeries, butchers and such. They discuss details and shake hands. The party then stake out the areas of interest.

    They head over to Lumeriks’ to lay further plans. It’s decided that Alkaline will be the most fit for the first job; roof sabotage. Teel takes great offense to this, proclaiming that he would be just as capable. The party rebuttals him, saying he’s more of a brute than a precise craftsman, and this needs stealth and precision. He storms upstairs, slamming the door behind him. Soon, loud thuds of woodwork can be heard above. The rest of the party prepares. Navëd and Florian set up makeshift rat-traps.

    Alkaline’s tinkering is suddenly interrupted by a piece of the ceiling crashing down beside her. Teel peeks down at her through a hole from the second floor;
    “You see, I can do this too!” Teel
    “… That’s a nice hole, Teel :)” Alkaline

    Eventually, the team is ready for their first hit. Whilst invisible, Alkaline uses her rope of climbing to get onto the miller’s roof, meanwhile the rest stand guard. She masterfully creates a hole in the roof, imitating natural deterioration, before stealthily making her way back down. It seems that no one has noticed them, and they get out of there.

    Back at Lumeriks’, they’ve caught 5 rats. Florian heads back out to tell Rakish that the group will be gone for some days, and later returns to a house with a few more holes in its flooring than when he’d left it.

    After having gone to bed, Florian finds himself in an odd dream. It begins at a tavern, and in front of him sits a flirtatious Triandra in her cougar prime, leopard prints on point #slay. It’s Triandra’s Lust on the prowl. She pounces and plops down onto his lap. The setting soon shifts to a bedroom, the older woman breasting boobily beside him in bed. She calls the main Triandra a prude and pitches erotic fantasies to the young man. The flustered halfling seems somewhat conflicted, but repeatedly turns her down. Lust eventually sighs, calls him a queer and ends the dream.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    10 Oct 2025

    Session 24: Morning Glory

    General Summary

    Florian gets woken by Triandra, and spends his watch trying not to think of her. Next watch, Teel believes something to be wrong with the awkward halfling. Sick perhaps? So Alkaline checks on Florian in the morning, but finds nothing to be physically wrong with him. Navëd achieves rem sleep.

    Florian makes as good of hashbrowns one can get out of molding taters. The party spend their breakfast scheming. A butchery and tavern will be today’s hits. For these, they’ll need a bacteria-colony and rats.

    Florian, Triandra and Teel go dumpster diving for bacteria. Alkaline stays behind to set up her alchemy station, and Navëd supposedly assists her. Whilst rummaging through garbage, Florian is approached by a totally innocent kitty-cat. He tries to tell the others about the cat, but the others dismiss it, Triandra saying he’s been acting weird and Teel telling him to focus. They soon return home with dumpster-goo.

    The party eventually decides to eat dinner at the targeted tavern, scouting out its interior. Florian dwells on the cat from earlier and briefly brings it up for discussion. Next convo, Alkaline is yet again regarded as the most competent for tonight’s jobs. Teel is upset with this verdict and storms off from the table. He steps outside for a breather, leaving the rest to discuss his troubled soul.

    Early night…
    First they hit the butchery. Equipped thieves’ tools and invisible, Alkaline gets in and out without any fuss, She successfully lather the meat supply with contaminants!

    Next, they hit the tavern. Alkaline calculates where to attack the outside wall. Before she begins carving into it, she calls Teel over. She invites him to do the carving under her guidance, and together they work both efficiently and precisely. The rest soon gather around. Navëd brings out their box of rats, and Triandra takes the box as she reaches to pick one up. OH FUCKER- it bit her! She drops the box, rats fleeing in all directions. Alkaline, Navëd and Teel throw themselves after the critters and capture one each. They quickly shove them through the hole and seal the outside layer. The party then scurry back home. Success?
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    19 Oct 2025

    Session 24: Was it a familiar sight? Report

    General Summary

    Dillweed and the morally bankrupt leave for Vens farm and meets Halfdam, Vens halfling father, who is working the fields. They are also introduced to Greg, Vens gnome mother, Gralak, Vens half-orc sister and Halfnils, Vens halfling brother. Medella has a bath and Aaliyah and Greg tries to repeair Aaliyas tent whilst Gralak makes Carrot Stew and Carrot Puree.   Torcoll visits Leyland and discuss the thievery. They look through the ledger which confirms that it does not dissapear during harvesting/collecting. Torcoll then confides in Leylan about his war injured hand, Leylan tells Torcoll to take his injury to The Galloway University or to The Chruch of the Stained Hands in Reun. Leylan then tells Torccoll a story about Lycanthrope. Torcoll reunites with the party.   Krom plays hacky sack with Halfnils. The party eats and leave for Hilslted again to buy supplies. On the way they meet a dwarven fella named Gramok pushing a cart of rubble and stone. He loses controll and crashes into one of the buildings. the party helps him up on his feet and talks with him. Torcoll manages to get the dwarf to talk gossip. The dwarf tells them about Olidar and Dorgath, who have been seen around town at night smelling like sweet herbs.   The party then continues towards Gerald General Goods where they pick up clothes, a slew of miscelaneous supplies and an old magical chalice. Aaliyah wastes no time and puts on her new attire and looks, some might say, pretty dank.   The party walks around the communal gardens looking for any suspicious activity. They meet up with Kevin, Vens best friend, and they talk for a couple of minutes. During their walk they stumble upon a girl acting slightly off. She seems dazed and confused. After trying to talk some sense into her she falls asleep. Ven ends wakes her with a spell and her demeanor changes into that of a frightened child. They help her home where they meet Eli who is less than happy to be woken up during theyr sleeping hours. Ven takes Eli outside along with the rest of the party as the woman, named Jenna, tells her story to Medella and that she got something to smoke from Olidar. Medella "blesses" her and takes this information outside to the rest of the group who all decide to go home to Ven and sleep on this information

    Rewards Granted

    Rusted chalice and monetary loss   The gift of not having to hear Halfnils play the Lute

    Character(s) interacted with

    Gerald, Jenna, Kevin, Greg, Halfdam, Halfnils, Gralak, Leylan, Eli and Gramok
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    20 Oct 2022
    Primary Location

    Session 25: Die Latsio

    General Summary

    Florian takes the first watch of the night.

    Teel dreams that he’s an endless-pit supervisor for Blacklung. He looks over its poor workers, and is served refreshments by a young slave boy. He’s paid well, and ‘can get used to this’. “It’s whipping time!” echoes out. Fifty workers stumble their way over, back turned towards Teel. Teel hesitates as one of them turns to look at him; Cullen. The old dwarf calls him a traitor, and Teel drops his whip.

    Triandra ‘wakes up’ within an eerie dream. As far as she can see, people lay dead in the streets of the Sootworks. It feels different from her usual dreams. Less introspective, mores… a premonition, perhaps? In the distance, there stands a silhouette.

    Nearing the end of his shift, Flroian hears wheezing upstairs. He goes to check, and finds Triandra struggling in her sleep. He wakes her. Triandra tells him of a cat at the start of her dream, eating peoples faces. This gives Florian the heebies. The night-shifts continue. Alkaline wakes Navëd at the end of her shift, and tells them she chose to wake them because she’s anxious regarding Teel. Navëd attempts to give her some reassurance before taking on the last shift. The rest of the night goes by calmly.

    The group discusses Triandra's dream in the morning. Florian's hashbrown endeavours are unsuccessful, so the party heads out to eat breakfast. Around the Riff-Raff Tavern, Teel tells the group about his vague plans and the list of names that he’s supposed to pick up from Cullen. The group joins him in fetching the list. The black cat with a white spot is spotted in a tree, giving Florian the jeebies. At arrival, Teel discovers Cullen's home to be abandoned and suspiciously tidy. Florian finds a speck of blood. Touching the blood, Navëd is given a vision of Cullen's last moments. This shows them where to find the list of names, and they get out of there.

    Next, they go searching for butcheries to sabotage. They find two, and Alkaline is sent in to scout out both of them. First one is driven by two struggling goblins and is considered a dud. Second one seems more promising, and Alkaline buys a single slice of gabagool for her sandwich. The party decides to wait ‘til night to hit. So they head back to Lumerik’s to wait out the day.
    However, at Lumerics they find the door unlocked. Alkaline readies her boomstick, and the group enters. Inside, they find someone awaiting them in the livingroom. A human with dark hair and a strand of white.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    02 Nov 2025
    Primary Location

    Session 25: It wasn't a familiar sight... Report

    General Summary

    Dillweed <3<3<3 and the supplementary cast awakes at Vens family farm, has some carrot soup breakfast made by Gralak , and discuss their plans for the day. Aaliyah uses the whetstone and polishes her nail. They make haste for the communal garden where they encounter a suspicious dwarf trimming some bushes. They talk with him, but get nowhere so Ven and Krom decide to force the issue. After some "convincing" the dwarf complies and start walking witht hem to Vens family farm for interrogation. On the way to the farm the dwarf locks eyes with a human whom seem to respond nervously and starts quickly walking away. The rest of the party chase after leading to a confontration in one of the gardens. They start intimidating the human, but before they can get him to come with them they are approached by an elderly man working the nearby gardens. Medella distracts the man for a short while as Aaliyah starts dragging him off. Torcoll and Dillweed then enter to up the distraction level by showing him Dillweed. Comedy ensues.   Aaliyah and Medella interrogate the human and makes him break down. Back at the ol farm Ven starts to realize that the dwarf might not be as included in this as he had first thought, however when Aaliyah and Medella arrives with the human everything starts to fall into place. Medella uses her zone of truth and the ball starts rolling. Over a month back a caravan came to Hillsted. There was company and alcohol onboard along with a dangerous substance only known as Siloquin Kale. The drug festered in Hillsted and those who had partook in the could not manage without. Before long Hildebrand had set up a small indoors garden to produce it, but the need for more meant needing more resources. Jessup, a halfling man died of a drug overdose during the past weeks and the drugs had begune spreading to the nearby locals. After telling them Medella cures Dorgath (The Dwarf) and Olidar (The Human) of their addiction, and they bring the party to Hildebrand.   At Hildebrands home they heal her and talk to her and she confesses and tells them what she knows. A human female Ellanor was the one who introduced Hildebrand, Jessup and Olidar to the substance during the caravans stay. Torcoll destroy the plants using both of his hands, but not before saving a small sample on the parties behest. The part of Krom wanting to see the world burn tries to pocket some of it but gets caught by the party. The idea of a dragonborn war tactic is brought up. The party talk to Leylan who talk to Hildebrand and Olidar who clear everything up. As a reward the party is rewarded with two horses and a carraige, along with soem supplies for the road ahead. The party talk with Ven about his past and their past friend. They have some dinner with Ven's family, everyones favorite Kevin, and Ven before heading to bed and setting out on the road the next day.

    Rewards Granted

    A small piece of destructive carbonbased lifeform.
    Memories with Kevin
    Two horses, a carraige and supplies.
    Kroms five finger discount

    Missions/Quests Completed

    Stop the growth of Siloquin Kale in Hillsted

    Character(s) interacted with

    Olidar, Dorgath, Kevin, Goblinphobic old man, Based halfling goblin supporter, Hildebrand, Leylan, Greg, Gralak, Halfdan, Halfnils
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    26 Oct 2022
    Primary Location

    Session 26: Farvell kjære Ven Report

    General Summary

    Krom looks for thieves tools but find none. Medella looks for bandages and finds ten. Dillweed looks for Ven, but Ven gone... Sadness ensues.   On the road to Reun the party has a confontration with Torcoll about his arm. Medella tends to it as best she can, but the blackened, pussfilled, glass like protruding arm is still in bad shape, and getting worse. Talks happen and i hope the players remember what is talked about cuz i sure fucking don't, and it's like, why am i even here u know? Like, why even bother showing up? Does my job as a Dungeon Master even have a purpose anymore? So many questions, and so much time to ponder... Oh right, the session. They talk.   Once they arrive at Oakwood they Meet Kimmeran. A young handsome halfling lad who gives the party directions to the nearest inn and berates Aaliyah for her peoples actions against his kin. The party takes to the inn Alliteps Ale and Mead where they meet an old gnome named Allitep, where they also learn that Kimmeran works at the inn. the party talk some more, god knows about what.   Afterwards the party rents a couple of rooms and prepare for a well needed rest in actual beds, with actual pillows and duvets. Aaliyah awakens to a monotone moaning outside her window where she sees a pale white bluberous figure with a long slender neck and a large pale white face with large teeths and no eyes, only dark sockets. It looks at her, and she awakes from her bed as though it was a dream.

    Rewards Granted

    Rubber ducky sound pipe   Everlasting guilt   A handful of lies and deceit from Torcoll   No one reads these... boobies.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    03 Nov 2022
    Primary Location
    Related Plots

    Session 26: Lysander Pearenne

    General Summary

    The party stares back at the stranger sitting in ‘their’ livingroom. Florian breaks the silence, demanding to know; “ARE YOU THE CAT?!?”. The man confirms that he indeed is the cat that’s been hanging around lately, and introduces himself as Lysander Pearenne, a diplomat druid. He refers to the group by the nickname ‘The Pneumatic Five’, as Loudwater’s counsel apparently calls the party by. What does this guy know? Not much in detail it seems, but he’s very curious about the five’s endeavours. The party quizzes him before taking a timeout to discuss whether to trust him. They decide to trust him, and after a formal introduction of names, handshakes and a few smiles, a long pneumatic 101 introductory course and discussion ensue.
    Lysander claims that there’s been beings stealing people's minds in their sleep, similar to ‘the sleepwalkers’ with the black teeth that the group has encountered.

    By the end of the day, they’ve gained a new ally, some in-coming favours, and a list of names of interest in regards to Malos. Mainly Torcoll, Cordelia, and most of all Perill aka. Garnielle. It sounds like the party might want to give Reun a visit at some point. Lysander is given one of Alkaline’s walking-talking, turns back into a cat, and leaves through the front door.

    The group soon head over to the Chophouse butchery. Alkaline goes invisible and picklocks the front door with ease. The flooring creaks underneath her feet, but it’s drowned out by one of the owners' thunderous snoring. She successfully plants her bacteria on the meat, wipes up her footprint and gets out with a last creak of the door. Next up, they head over to the ‘Sack and Sale’ mill where Alkaline goes ham on its giant wheel and bolts. She does so much damage that the wheel nearly falls over then and there, but she hastily mends enough of it to keep it standing for now. Phew. Final sabotage, seemingly successful.
    They head back home. Florian and Navëd lets the rest of their rats loose, for so heading to bed. Teel takes first watch as the rest go to sleep, some fading off to dreamland.

    Navëd appears in a bar, and by their side sits Triandra’s Lust, dressed as cougarly as always. She moves in closer, meanwhile Navëd stares at her in bewilderment, trying to compute what’s happening. It doesn’t click that this is a dream. A few flirtatious touches and words from Lust, and they suddenly appear in a bed. Lust is escalating the situation rather quickly, giving little time for Navëd to sort their thoughts. So they try to slow things down, but absolutely fumbles the conversation by bringing up Triandra's past marriage. Smooth :)
    Infuriated by yet another failed endeavour, Lust leaves Navëd’s dream and enters Triandra’s. Lust blames her for her sexual frustrations and failures, and threatens to !fuck all her friends! if Triandra won’t put herself out there and get laid.

    Teel wakes Triandra for the next shift. However, Triandra wakes up so flustered that Teel tells her to go back to sleep. On Triandras instruction to wake whomever seems the most bothered in their sleep, he brusquely wakes the ex-guard. Though groggy, it takes Navëd just a few moments to contextualise the dream they just had. A few thoughts about it slips, and Teel tries to pry further but gets no clear answers. Suspecting that Triandra is awake, Navëd instead tries to speak directly with her, but she pretends to be asleep and ignores them. So Navëd lets it be for now and goes to take the next watch. There they have a short talk with their Warden, bringing up questions of privacy within their own mind and dreams.
    and the night trails on . . .
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    09 Nov 2025

    Session 27: All my friends are fucked

    General Summary

    Triandra visits her fading memory of the Soulforge’s courtyard, where she begins venting to a distorted Grand Executioner Thorne. Soon, she hears a familiar voice - her own - as an unfamiliar self steps forth, dressed in a dark leather uniform.
    “I can fix it for you”
    “Who are you?”
    “Doesn’t matter… but I can help you. Let me do some of the heavy lifting”
    In her vulnerable state, Triandra is convinced and shakes the hand of her other self. With this, Triandra looks to be sleeping peacefully for the first time in a long time. So Navëd decides to wake Alkaline instead, and accompanies her downstairs to inform her about their injection of pneuma. Alkaline excitedly has Navëd try out her pneuma-driven glove right away, but the attempt is unsuccessful. Alkaline is then left alone for her watch, distracted by theories until Triandra seemingly has snuck downstairs and pops up behind her. Something seems off about her, and she says she needs fresh air and would like for Alkaline to accompany her.

    They head outside, and Triandra begins asking her self-deprecating questions and calls Alkaline her favourite, before suddenly switching up. “You ever thought about fucking killing yourself?”. The baffled thiefling tries to process the question when she’s suddenly punched in the face. She yells out for the rest, casts hold person on Triandra and runs inside to wake the rest of the group. The group arrives downstairs just as Triandra breaks her chains. A standoff begins as Triandra threatens to kill herself if they don’t stand back, so they do. It is revealed that they’re dealing with Triandra's Psycopathy. Teel speaks of Triandra's growth, and Navëd argues that Triandra can still be made use of, and Psychopathy is convinced to merge with Triandra. Merging, Psychopathy takes a backseat and Triandra is let go from her mind-prison. Teel and Florian grab a hold of her whilst Alkaline handcuffs her. Triandra is severely apologetic upon hearing what just happened. Hurt and upset, Alkaline leaves the room, and Teel soon follows her to get the keys for the handcuffs, and gives her some words of support.
    Florian encourages Triandra to talk about her issues. She then apologises to Navëd for Lust visiting their dream and for ignoring them earlier. Navëd tries to reassure her that they personally don’t hold any of this against her, and that Lust moreso confused than bothered them. Florian seems a little flustered by the topic. Teel returns with keys, but Triandra doesn’t feel safe being uncuffed right now, so they wait with it ‘til morning. Florian takes the last shift, and Teel joins him to watch over Triandra.
    Florian helps Teel spell the title “The Sootworks Front”
    Heading to bed, Navëd finds Alkaline having cried herself to sleep, a music box by her side.

    In their sleep, Navëd is brought to the same vision as Triandra a previous night; people dead in the streets of the Sootworks, and a silhouette in the distance. By their side stands their warden, Malos. Together, they approach the frozen silhouette, but stop in their tracks as it becomes apparent who it is. It’s… Navëd? But different. Menacing? Powerful! Horrifying…
    Malos goes on to drop a lot of information on them;
    1. Malos split into multiple parts when he exploded.
    2. This Malos claims to be the good parts – The Dreamweaver.
    3. There’s the bad parts – The Deathweaver.
    4. DON’T, UNDER ANY CIRCUMSTANCES, MAKE DEALS WITH THE DEATHWEAVER. Or else - *gestures at Navëd’s alternative self*
    5. Actually, just don’t make deals with anyone, besides from meee (the good one!) :)
    6. There’s a war brewing, and Malos is expecting the group to step up as soldiers, and for Navëd to convince them? “You and me buddy, you’re my General!”
    7. This Malos, Warden, Deni, Dreamweaver - will not survive this conflict.
    6. This is… a lot. Navëd should maybe try to release some tension in the face of everything. how? who tf knows ¯\_(ツ)_/¯

    In the morning, they return to Rakish’s hideout. There they find the old gnome running on steam, severely lacking sleep. Alkaline approaches Rakish with some research, before the gnome is eventually led to bed by Florian. Navëd then approaches Florian and Teel, suggesting a dodge-practice. However, the two are more eager for a fistfight and wrestle.
    So on Navëd’s signal, their fight begins!
    Halfling vs Dwarf. Place your bets now!
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    23 Nov 2025
    Primary Location

    Session 27: Eyes sunk deep Report

    General Summary

    Aaliyah awakes in panic at Alliteps inn after her suposed nightmare and starts sketching down her nightime visitor. Medella takes a stroll around town taking inn the scenery. The houses are old and most have been damaged by time. The party meets up and has breakfast and decide to visit the church where they find that Jonas the supposed priest of the town is not there. A nearby passerby named Temeran is approached by Torcoll and the party ask him about the priest, but when asked Temeran seem to only recall a priest named Jafferty who lived here 80 years ago and has no memory of Father Jonas. The party investigates the church which is supposed to have been empty for the past 80 years, but the insisde is well kept. A small sideroom in the church reveal someone has been living there writing notes and has seemingly been aware of the same nightmare creature Aliyah saw. The notes reveal words and phrases such as: Moaning, pale white, eyes sunk deep, demon of the abyss. Torcoll finds a holy book of collected passages from Pelor belonging to Jonas and a crudley drawn map of the village with several marked houses. Aaliyah has a some sort of flashback about the nightmare she had where she realize that her and the rest of the party actually chased out from the inn to find the creature eating the priest during the night.   Fully panicked the party splits, Medella heading to Tamariels Memory to get herself a weapon whilst the rest head to Allitep to pack up and leave. When they arrive at Alliteps it is revealed that Allitep has no recollection of his supposed assistant taht the party met. Even more panicked, they pack up and head out. When in the streets Aaliyah has even more flashbacks. When the party arrives at the tavern Aaliyah and the party sees the creature eating a halfling man not far from the tavern doors. Noone but Aaliyah remembers. Aaliyah also sees flashes of teh creature walking the streets.   Medella talks with Elliot Armguard, teh smith at Tamariels Memory where she trades her Orcish Chi'Lu with a longsword, Elliot seemingly has no memory of Jonas teh priest either. They part ways as Elliot needs to get ready for his wifes dinner at noon.   The party meet up and discuss their course of action and as a woman walks by named Estera the party approaches her and asks if she has seen the creature. She complies that she has had dreams aswell and leads the party to Penelope where they are met by the butler Jeeves. Penelope has a hard time believing the party and is hesitant, but decide to go with them to the church. After long discussions at the church Aaliyah has another flashback seeing the creature. Hesitant, but seemingly irritated by her memory inconsistency she calls a town meeting. Chaos ensues. Aalyah panicks and screams at the crowd, and as Krom drags her away she sees the creature abduct one of the townsfolk. Penelope starting to beleive the party tells teh townsfolk to go home for the time being and says shell go get her ledger. She then recoops with the party panicked saying that the ledger, containing the last headcount 2 years ago, mentions names she never knew existed. They then head over to Silas Applebottomjeans the local tailor to cross reference his ledger with Penelopes. The dissapearances go at least a month and a half back.   Asking Silas about the arrival of the infamous caravan reveals that Ellanor was quite prone to giving away gifts and reveals that after the caravan left there was a mysterious box left at the doorsteps of Old Lady Lydias house. A long since abandoned home, slightly secluded from the rest of the town. When the party arrives the box is open. Medella tries to convince Penelope of moving the townsfolk to Riverview, and she only agrees on the condition that the Party help get rid of the pest plaguing the town. They agree.

    Rewards Granted

    Uncertainty, doubt and memory loss   A longsword   Temple damage

    Character(s) interacted with

    Kimmeran, Allitep, Temeran Armguard, Elliot Armguard, Estera, Penelope, Silas Applebottomjeans, Townsfolk.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    09 Nov 2022
    Primary Location

    Session 28: Whats in the box?! Report

    General Summary

    The group tries to figure out how the creature terrorizing Oakwood works through various means like making clocks in the sand and dripping water ont heir skin. The party notice that time seems to skip at random intervals. After the bell has rung for a while and the townsfolk have gathered, teh party heads over to see if they can spot the creature due to the mass of people. Aaliyah notices her scimitar has goo on it, potentialliy from the creature. They decide to head into Lady Lydias abandoned home. After kicking down the unlocked door breaking the hinges a foul smell hits the party. Rotten flesh. They investigate the house which seems to have been abandoned for some time. After heading up the staircase beside the weirdly thick wall they enter the attic which seems to be a large storage area. Investigating the area they discover clothes and diaries. Medella notice that there is soemthing soaked into the flooring. Its gel-ified human.   Aaliyah decide to try to induce her static state and jabb a dagger into her arm which result in the white noise becoming overwhelming to the point where she remembers everything. As she stops the jabbing, the noise fade, and the moaning of the creature coems back and she starts to forget. Realizing the noise is teh reason for their memory loss she plugs her ears with cloth, and once again all the memories come flooding back. She tells the party and as they plug their ears they to regain their memories. destroying part of the wall they look into the city from the attic where they notice the creature stalking a couple. Krom watches a person be eaten as a burrito. They rush into the street and a fight ensues.   Cutting into the creature more heads seem to sprout so the target focuses on dealing elemental damage. When the body starts to become destroyed, more heads sprout from the open wounds and the battle becomes tense and close. In the end Torcolls acid damage amages to kill teh creature. Krom discovers that inside the creature lies a brain with a weird metallic shine and a glyph engraved on it. they try to kill it, but it seems to resist and regenerate. Aaliyah immediatley has a kinship to it and feels bad for it, so they decide not to kill it.   The townsfolk of Oakwood realize what has happened and the greiving process starts. Allitep confronts the party about the whereabouts of Kimmeran, his adopted boy, and has a breakdown with the realization of Kimmerans death. The party consoles the townspeople, discuss what coems next and finds a newly formed focal point. Doing good.   The session ends with Aaliyah siting up at night taliing with the brain.

    Rewards Granted

    Brain   More conspiracy theories   The sweet tears of player agony

    Missions/Quests Completed

    Probably rid Oakwood of the terror potentially left by the caravan.

    Character(s) interacted with

    Allitep, Penelope, Elliot Armguard, Silas
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    15 Nov 2022
    Primary Location

    Session 29: The Reun Grapes Report

    General Summary

    The party has a hard nights of sleep following the horror that plagued Oakwood. They meet up with the locals at the church and Medella performs a speech and inspires Allitep to have one of his own. Aaliyah leaves her picture of Zinata in the church. Krom finds out from Penelope that a Firbolg visisted Oakwood a long time ago during her fathers reign. the party then leaves and head for Simmons hut outside 5km outside Oakwood. On their way Krom is captured by a magical snare and the party is approached by Simmons, an old grizzled man clad in furs. They quickly realize that Simmons is a little crazy and has been hunting the creature in Oakwood since it arrived. Telling him they killed it he quickly starting rabbling off his conspiracy theories. The party buys some rations from him, various dried meats from Elk, Boar and Deer. They then continued their way towards Reun. One night Aaliyah manages to ruin a page whilst trying to draw Zinata and has a nightmare riddled night. Torcoll checks his arm and realize its getting worse. Medella uses her sending spell to contact her father and Krom speaks to the horses whos names are Willbur and Ed. Whilst travelling near a large boulder and a fair amount of foliage Medella notices that the road ahead has a weird shimmer to it and stops the party. This seems like an ambush spot. Medella casts barely manages to cast aid before a silence spell is cast upon them and bandits emerge from their hiding spots.

    Rewards Granted

    Lots of rations   Animal friends   One piece of ruined parchment and haunting nightmares.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    23 Nov 2022
    Primary Location

    Session 3: Razor sharp rock. That is our path Report

    General Summary

    The party, protecting the caravan of medicine and military equipment, ventured far into the Stonegrave bluffs and uncovered a dragonborn plot including a titan heart. After managing to stop the dragonborn Sayis and Miriam both tried their best to get their hands on the valuable liquid within the heart by request of their respective patrons. Sayis however managed to get most of the liquid and in turn exploded into red mist revealing a striking red figure. The devil levistus has finally managed to escape his cage.   The dragonborns may have been stopped, but what was set free into this world?
    Campaign
    Mystery of the Bluffs
    Protagonists
    Miriam ???
    Eldar Pave
    Thoom Duskeyes
    Neutral Good Goliath (Folk Hero)
    Wizard 6
    44 / 44 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    14
    WIS
    12
    CHA
    8
    Sayis
    Report Date
    03 Jan 2023

    Session 3: The Beard Belly Massacre

    General Summary

    The party runs from The Braided Beard Belly and into an alleyway where they confront Teel. However, Teel asks to wait until they get to Lumerics to disclose what just happened. The party agrees, Naved reluctantly so and they split up to get back without drawing attention to themselves. Back at Lumerics they ask to have the living room for themselves where they talk. Teel reveals that due to his background in working for scraps, he is used to taking jobs that require him to use force. Sometimes it's hard to control the force used and the line between a hostile and neutral are blurred. He reveals his relationship with Lizz as her guardian of sorts making sure she is fed and cared for. The party gives Teel some comfort and leeway as he is still very must just a teenager, but make sure he understands he can't be going around smashing peoples heads in at will. then they discuss their current predicament and how to go about it. Alkaline mentions she has work tomorrow and will try to gleam some info about what happened then. Alkaline gives Naved and Florian a sending stone. Lumeric is given the document casing and they head out with the insignia. Teel goes to sleep in Triandras room where her chamber pot of menstrual blood still lies. Triandra freaks out when she realizes Teel has seen it and Alkaline sleeps on the couch. Florian and Naved take a hike to the Ruby Ramshack where Florian is posessed by Naved patron who assures her that she is on the right track with the right people. Florian gets a head injury.
      the next morning Alkaline is up earlier than the rest and heads to her jobsite. However on the way there she encounters a wanted poster with Teels face on it listing several serious charges. Fraking out she heads to her worksite, calls Florian on the sending stone and informs them of the poster. Florian awakes Naved. Alkaline gets denied access to the explosion site and gets told to kick dirt. She overhears some knuckledraggers talking about the poster and Teels involvement. The party coaleces at Lumerics where they confront Teel who is flabbergasted to say the least. Not only is he illiterate and can't read, but the charges are way above a simple first degree murder charge. They realize that someone pinned the explosions on Teel. Lumeric arrives and tell the party that the insignia gave no information, which in itself is a lot of information. He will also send it to an augur to see if they can gleam some info from it. In the meanwhile Teel needs to get a new identity. Alkaline uses her experience with make up and disguises to help Teel. Alkaline confronts Florian about his Etherborn nature. How Rakish used Florians blood in experiments, and the pneumatic essence thing. They connect it to Rakish's dissapearance. Alklaine reveals she has some research regarding the same things. They realize they need more info and head to the Archivist Lounge.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    04 Dec 2025

    Session 30: Ambush at the Gaps Report

    General Summary

    The party is ambushed in the Reun Gaps. Heavily outnumbered and taken aback by magic artillery the party take a captive and manages to surrender the situation, forcing them to give up alot of their supplies. In the fighting the horses of the party are killed, leaving the party carriage and horseless. After experiencing their first real loss in combat, the party continues towards Reun, and the party tension is high. Blood boils, arguments are had, berries are eaten and stomach problems ensue.   What is life? Are you still you, if you are a brain in a vat? These are fundemental questions humanoids ask themselves. Some philosophers spend their entire lives trying to understand where "you" come from... Oh yeah, something about the brain Aaliyah keeps talking to at night...   On the road, in the middle of the gaps, the party come across Alder and Minerose, two clerics of The Children of the Broken. A sect of Illmater mainly focused in Riverview. They are transporting 4 children from the Reun slums to Riverview. It turns out Medella knows of these two individuals, and as the hood comes off, so does all pretense. They talk awhile about their mission, food, and Medellas past. Torcoll and Mineros has a heated argument about sugar in food.

    Rewards Granted

    A new appreciation of bland food.   Philosophical questions about what constitutes life   Kidney Stones   Kroms new arch nemesis   minus two arrows   4 vulrenable children and two priests

    Character(s) interacted with

    Alder Mineros   Children: Jen Ezra Jacob Millena   Bandits who whopped the parties ass <3 :D
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    06 Jan 2023
    Primary Location

    Session 31: Illmater take the wheel Report

    General Summary

    Its dinner time and Aaliyah is introduced to Alder, Mineros and the children. Stories are shared and food is had. During the night shift Alder and Medella have a conversation in which Alder confesses to his dissent from the Children of the Broken, and what he fears to be something wrong within him. Medella confesses to the murder of Tyllana an archbishop in her commune after catching her over the dead body of Arthur, a young child newly brought to the commune. Alder shares his mistrust of the commune and his fears that they might not be following Illmater at all, and that there is a darkness that dwells within Riverview. This is why he spends most of his time in Reun helping the poor and broken. He has found peace with the Children of the Stained Hands. He reveals to Medella that his time on earth is quickly coming to an end and that Medella must act on her newly found revelation.   The next days are riddled with shared stories amongst the group. Krom, Aaliyah and Medella are all enamered with the children who are just as fascinated in return. Torcoll tries to bridge the divide that formed earlier between him and Mineros. Mineros is more than happy to share his knowledge and love for food and Illmater. After a few days travel the two parties part ways, and our ragtag team of misfits continue their road towards Reun.   Lush farmscapes, browning vineyards and flowing grassland make up the most of their travels. Aaliyah dresses up for the occasion and dons her military uniform. The slums are mudfilled, with tents, bedrolls and ramschakled shacks which are used as homes scattered about. They witness violence, con artist, food lines and guard corruption along their ways. Upon approaching the guards stationed outside the main gate they are greeted by a Half Orc women adorning the sigil and armor of the sleepless. She tells them that a certain Mr. Garnielle is expecting them. The party is suspicious and spends quite a long time talking in circles, but decide in the end to follow the guards up into the middle market district to greet Mr. Garnielle.   The Griffon Brewery stands two stories tall, with finely carved wooden architecthure of draconic design. It smells of spices and incsense. Upon entering the establishment they are met by low lit red light and strong smells along with mellow jazz music and a warm smiling golden dragonborn clad in fine red and blue robes. He welcomes Aaliyah and expresses his concern for her safety.   Mr. Garnielle invites the party to wine, food and dialogue, to which the party agrees. He then exposes how he came to know of the party, his past in the Chromatic order council, how he is working to stop the dragonborn invasion, his reach and influence and his secret position as the master of counter intelligence and war. He reveals what he knows about the dragonborn plan.   The dragonborn are working to find five elemental titan hearts, which are to be brought deep below the sanguine water. This is where Tiamats physical body was burried. The hearts are to be connected and filled with pneumatic energy gathered from kidnapped Etherborn and other entities of strong pneumatic essence. This will fuel the body and give tiamat a physical vessel again. This is to be done at the 24th of december when the stars align in the sky said to be when the weave is closest to the material plane and all magic is stronger. Garnielle also reveals that the Dragonborn have managed to lose two of their titanhearts. Garnielle gives insight into Balbalar, Kroms uncle whom has been missing for some time. He reveals that Balbalar visited his establishment some odd 30 years ago looking for help in healing a dying firbolg child. Garnielle did not have the powers to do so, but told of an acquaintance of his in Darkweld. Aaliyah asks about the resistance and Zinata. Garnielle says that there is a dragonborn resistance working within Darkweld, but that he does not know of Zinata. He also inspects Aaliyahs arm and says that her brain implanted glyph is quite an experimental one, it seems that the metal used to create her cannon arm is slowly growing and merging with her bone structure.   Garnielle tells the party that he has a plan to stop the dragonborn invasion, or at least temper it, but he needs their help. They are to meet with a friend of his, root out the dragonborn intelligence operation in Reun and catch a dragonborn operative alive.

    Rewards Granted

    minus 1 gold, 1 copper piece and three rations.   So much fucking lore...

    Character(s) interacted with

    Alder, Mineros   Children: Jen Ezra Jacob Millena   Reun Slums: Con man selling Lifeless Loche saltwater, Orc assailant   Half-Orc female guard, tired human male guard, halfling male guard   Mr. Garnielle
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    12 Jan 2023
    Primary Location

    Session 32: Dragonborn counterintelligence and friendly faces Report

    General Summary

    The party awakens in the Griffon Brewery. Medella ruins 1000 gold pieces worth of Mr. Garnielles property. Krom takes a shower. Mr. Garnielle gives Aaliyah some confidence in Torcoll and shatters her worldview about Dragonborn society. They have some well needed breakfast and are off to meet Mr. Garnielles acquiantance Cordelia, owner of the Teelweave Tailors shop.   Meeting up with Cordelia they learn about her store and family situatuion, and her suspicion that her cousin Julian who was the only survivor of a traderoute seized by the dragonborn over a month ago, might be working with the dragonborn or ghelping them in some way.   The party discuss how to go about this and decide on checking out his place. On the way to Julians house they meet Lady Olenna, an older lady who often visits The Teelweave to puruse. They also overhear a town crier telling the masses that there have been attacks on Port Werrian, the furthest north port city belonging to the Twained Empire.   Cordelia knock on Julians door while the party takes watch. Not wanswering Cordelia gives up, but Medella notcies movement within the house. Cordelia, Krom and Aaliyah heads back towards the Teelweave. Medella and Torcoll witness Julian leave his house after 5-6 minutes as he rushes down the street south-westward. Medella and Torcoll follow suit but lose him as they reach a crossroads. The party then meet up and discuss further action, deciding to stake out the house and have people watching it until he returns.   Oh... and they left Dillweed all alone in The Teelweave... What could go wrong?

    Rewards Granted

    New Wordlviews   Upper class connections   Minus one Goblin   Minus 1000 gold worth of undead merchandise   A delicious breakfast

    Character(s) interacted with

    Julian   Mr. Garnielle   Erming Trogdot
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    17 Jan 2023
    Primary Location

    Session 33: Like Mycelium Report

    General Summary

    The party discuss how to proceed with their plans to find out what Julian Welch is up to. They decide they want to break into Julians house, however they need the tools of the trade so they take a walk into the industrial district located in the south western part of the middle district and bleeds over into the lower destrict. The party meets Tyllen Cragcore, a dwarven blacksmith who sells Krom some thieves tools and Cordelia some iron rings.   On the way back to Julians estate, Krom encounters a memory from a past life. She sees Natacha, Elm and their house. After having a mental breakdown and after a quick ill fated interaction with them, Krom struggles to understand how everything is possible.   Back at Julians the party spends a considerable amount of time discussing how to get in without being found out. Krom and Cordelia try to pick the lock and are approached by some guards, but they manage to talk themselves out of it. Inside Julians home they find that everything is in a state of dissaray. In Julians room they find a scatter of paper with timestamps and locations and interactions on them.   Julian then comes home and is assaulted by Aaliyah...   This is the first session since they got him without Dillweed :(

    Rewards Granted

    Thives Tools and some iron rings   One hungry Goblin sitting sad and alone on the cold floor of a unknown tailors shop

    Character(s) interacted with

    Tyllen Cragcore   Julian Welch
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    24 Jan 2023
    Primary Location
    Related Plots

    Session 34: Like Mycelium part 2 Report

    General Summary

    The party confronts Julian about his shady behaviour, but he is reluctant to answer while Aaliyah, Torcoll and Krom is in the room. Once alone with Cordelia and Medella Julian reveals that when his ship was captured by the dragonborn he was kept alive, tortured and extorted into working for them. He reveals that he doesnt know much about why he is doing what he is doing or who he is doing it for, but had to keep things secret to spare the lives of his family.   Dillweed and Aaliyah plays tick tack toe in the sand and Aaliyah has a confidence talk, mostly with herself, with Dillweed acting as a proxy therapist.   The party then heads to the Griffon Brewery and talks to Mr. Garnielle about what they have found out. Garnielle and the party decide on a path forward and discuss Dillweeds future. The task is deemed to dangerous to bring a small child, so Dillweed is left with Garnielle for the time being.   Cordelia and Medella meet with Julians parents Ricken and Lauren Welch who seem to be doing fine.   They then head into the industrial district to find the Pine Postboks by the old house, not far from Calebs Cobweb. The Postboks is empty, Torcoll relieves himself unto some crass grass and the party decide to enter the old house.

    Rewards Granted

    Belly full of Reunian Brown Wine   Minus one goblinoid   Insight into the sentient life of industrial district grass

    Character(s) interacted with

    Crass Grass
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    01 Feb 2023
    Primary Location
    Related Plots

    Session 35: Like Mycelium part 3 Report

    General Summary

    The Party enters the run down house and set up a small camp. Cordelia starts her watch and at about midnight she spots Julian delivering the letter in the postboks. Medella awakes do to her alarm setup and activates see invisibility, but there is nothing out there. she then takes watch but nothing happens. She then wakes torcoll whom at the end of his watch notices that the postboks opens by itself and the piece of paper is dragged along the ground into an alleyway. This does not wake Medella. Torcoll then wakes the party and they run to the alley. After investigating the alley they find nothing and conclude that the culprite has run away. They then go back to the house and continue their watch. Krom takes over but nothing happens. Aaliyah is the final watch and in the midst of it she notices that people are running.   Looking outside reveals as fire in the industrial district. The party trakcs over to the burning building and try to help. Turns out the building is a mill and grain storage. It is the second mill to burn down in the last week. The party suspects Dragonborn sabotage. Tension between Torcoll and Aaliyah rise as Torcoll is a big meany poopy head dumb person...   They then go to Cordelias house where they realize they need the help of holy people so they head to the church and talk with Kalli who helps the party with information about the different locations which have been attacked. Kalli also calls upon the Help of High Priest Simen who will arrive at the church later in the day. Kalli talks with Medella alone and tells here that she can sense a wrong presence within her.   Aaliyah and Torcolls problems rise to a critical point where Torcoll becomes the meaniest bad bad nightmare person and makes Aaliyah cry. Medella becomes the mother of the group and Trocoll apoligezes for his mean comments. The party then head towards Calebs Cobweb to get tehir shoes fixed, but on the way they hear the town criers call out "Port Werrian overtaken by Dragonborn forces"

    Rewards Granted

    Family :)   Feud :(

    Character(s) interacted with

    Kalli, Jade, Julian, old man with water bucket
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    14 Feb 2023
    Primary Location
    Related Plots

    Session 36: Like Mycelium part 4 Report

    General Summary

    The party heads Calebs Cobweb and gets their shoes done. They meet Taftanny the current owner of Calebs Cobweb who fits Aaliyah and Krom with new special made shoes supposed to be finished in two days. Medella tries to locate the letter, but finds nothing. the party then heads to the Galloway University where Aaliyah steals some sand, Krom talks to a snake, Coerdelia gets friendly with a branch and Medella stares blankly into the void. The party then splits up, Torcol and Medella heads towards the church of Illmater and the rest head towards The Beastiary Consult to meet with Micayla Fishmonger. Micayla relucntantly helps the party with their troubles and set up a meeting for them with Malos Malferent.   Medella and torcoll reach the church where High Priest Simen is waiting. Torcoll shows Simen the religious vow that he gained from Mineros. Simen is terrified by the vow and commands that Medella to cooperate and tell him what he wants. After a small discussion Simen grabs Medella and brings her to a room in the back with a stone table and some books. He reveals that there is something seriously wrong with Medella and he intends to find out. Reluctantly Medella cooperates and Simen inspects her mind. Simen then tells Medella that her soul has been sold to something very evil and that he wants to help, whether she wants him to or not. She is also notified that it might kill her.   The rest of the party is notified that something is wrong and that they need to get to the church. torcoll and Meister Kalli drain themselves of blood to fill some ritual bowles. The party arrives and starts asking question to which Simen has little patience or answers. He instructs the aprty that he is going to find out whats insisde Medella and that it might kill her. They bind Medella tot he stone table and Simen starts the ritual. The lights are snuffed and a wind picks up. The books starts to ruffle and Simens clothes start to billow. As he chants waves of shock goes through him and his whole body is shook. He tries to radiate light into Medella but is forced back and falls and Medella starts to speak. He tries once more to gain an answer from the creature which now inhabits Medella. The creature tells Simen that he will kill him, which ends the ritual. Medella now lies on the stone table sickly green, open sores and speaking in a sonorous deep speech. Simen reveals the demons name. Graz'zt, The demon lord of perversion and decadence.

    Rewards Granted

    Five pairs of shoes   Demonic friendships that will last a lifetime.

    Character(s) interacted with

    Per the Orcish chef   Escala, Micayla Fishmonger, Meister Kalli, High Priest Simen, Taftanny
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    22 Feb 2023
    Primary Location
    Related Plots

    Session 37: I would do anything for love Report

    General Summary

    Medella falls into the abyss and is tortured for eternity as a flesh mound. The rest of the party freaks out as Medellas body is catatonic and non responsive. Simen recomends that the party ask Malos Malferent for help and so they do. Malos agrees to help the party as long as he gets to talk with Medella afterwards. Malos is generally really interested in Medella and her corrupted soul. Back at the church Malos prepares the party for a ritual to connect Medellas soul to the material plane. he asks for them to talk about something they believe Medella would have a conection to.   During the ritual the party talks about Medellas unwavering faith in Illmater, despite her past traumas. They talk about Oakwood and her actions to better the world. They talk about their newfound family bond with each other. And finally they talk about her selflessness in helping others even people she has barley met... Like cordelia....   The ritual ends and Malos is certain at least something was brought back. the party tend to Medellas wounds while they rest. Malos and Torcoll takes a quick teleport to the university where they discuss Torcolls Arm. After some lies, half truths and witty anecdotes Malos inspects Torcolls arm and births a thesis about him being infused with some sort of draconic blood. After some witty reporte back and forth Torcoll returns to the church where the rest of the party is asleep. torcoll catches High Priest Simen having a night time snack. sour dough bread and some salted Reunian wild pig. They bid each other farewell and Torcoll is left alone in the pantry eating his sandwich.

    Rewards Granted

    Eternal damnation in the abyss   Grey skinned friendship   Eyes of minute Seeing

    Character(s) interacted with

    Malos Malferent   High Priest Simen   Meister Kalli   Old facist hating lady
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    28 Feb 2023
    Primary Location
    Related Plots

    Session 38: The Devil Went Down to Georgia Report

    General Summary

    Medella wakes from slumber and is immediatley confronted by Malos. Medella and the party reuinte whilst tensions between Malos and Aaliyah blister. Malos takes Medella to his study where Medella talks about Riverview and Father Elijah. Malos tells Medella he has some theories. Medella is returned to the party and they then discuss how they are going to find the Golds Gallow. Lots of theories are thrown out but after messaging Julian about his next delivery they decide on going back to the spot with the post boks and the old house.   Krom gets a message from Braalin Mountainbeak who tells her that Baby Elm has been adopted by a caring couple in Lakewood. Aaliyah and Krom then desperately try to convince Cordelia and Torcoll that they did not in fact traffic a human infant to a capitalist Dwarf riding a troll...   On their way to the Teelweave they notice a lack of citizens walking around the city and an increase in guard activity. Approaching a half orc and a human guard they are told that another sabotage had taken place in the morning hours, but was luckily stopped. Due tot he increase in attacks and the news of Port Werrian people are advised to stay inside. The party arrives at the Teelweave where they make a foodbasket and head out to Julians to deliver it.

    Rewards Granted

    Medella <3

    Character(s) interacted with

    Male Half-Orc Guard and Human Female Guard
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    07 Mar 2023
    Primary Location
    Related Plots

    Session 39: Fire walk with me Report

    General Summary

    The party takes a stroll in the rain towards Julians House, but on their way there they notice a group of people gathered around a soap box where a memeber of the Mowai (Progress) movement is speaking. They guards stand by, but dont interact. Cordelia leaves a basket of food, some clothes and a hidden parchment in the basket.   The party then heads down to the dock area where the lower district meets teh middle district. There is a lot of guard activity and Krom asks two guards what is going on. The guards tell of outbreaks due to poisoned water wells. A sign of Dragonborn trouble.   In the Gilded Beerbarrel tavern the party meet Jaeger, a warm, loudmouthed, kinly dwarf that is more than happy to see Torcoll and customers in general. Torcoll also spot an old friend. Jankin Flintwhistle, a halfling friend from his mercenary days. Talkin with Jankin they get some information about the Golds Gallow. They also pay for a passcode "Hanged men tell no tales" which they can use to get in contact with a Gallows kinling at the Silverlight brothel. Jankin then parts ways with Torcoll and leaves for greener pastures.   The party then heads back to gather Medella who is passed out in cordelias bed. The party spends a fair amount of time talking around the scary subject of S*X and those who provide it for a fee. Heading down towards the Silverlight Aaliyah is pierced through her neck by a crossbow bolt and a small fight ensues. Krom chases after the black clad figure with the black eyes that shot Aaliyah, but barely loses them in the chaos of lower district city planning. Four hobos lie dead in the rainy muck and the party bolt before the guards arrive.

    Rewards Granted

    Neck hole   20 gold coins covered in blood and muck   -30 gold and two platinum pieces.   a catchy passphrase   possible cholera

    Character(s) interacted with

    Jankin Flintwhistle   Jaeger the bartender   The darkly clad assassin

    Created Content

    https://soundcloud.com/radioparodien/acow-session-39-recap/s-H4jPWdKp4aP?si=e20189882c8e49578e284346973bf21e&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    14 Mar 2023
    Primary Location
    Related Plots

    Session 4: Forbidden Fruits in the garden of the Sun Report

    General Summary

    The party heads over to the Archivist Lounge where they meet Gurma Nagash, the high archivist of the Sootworks. Gurma is cordial and helps the party find literature on the spectator they found which seemingly was used by Rakish to help defend himself. Alkaline notes the lack of Dragonborn war history in his collection. As the party starts asking about the assassins, the insignia and pneumatic research, Gurma tenses up and refuses to talk. However due to persuasive rolls and exigent circumstances Gurma tells the party that a couple of darkly clad people approached him and confiscated all his material on such matters. All except one research diary he had hidden away. The party convinces Gurma to give them the book and he does. The party then leaves.   The party head to Three Fingers and Counting, a tavern and inn in the Docklands run by a dwarven woman named Genna who is missing three fingers. They get some ale, a room and starts reading. some interesting knowledge is revealed about pneumatic essence. However tensions turn to Naved as Florian wants to know why he is there. After some back and forth Naved reveals he has a patron that guides her. Florian is not happy knowing there is an entity of unknown moral compass guiding him. Tensions run high. Naved heads for the door to get some space. Teel blocks the door. Naved struggles to find a soothing answer. Naveds Warden possesses Teel and tells Florian and Alkaline to trust they want Rakish released, but when more answers are demanded by Florian, the entity leaves. Teel comes back and pushes Naved against the door. A thunder strikes in the distance and a storm has suddenly rolled in. Seemingly at a stand still Florian and Alkaline head downstairs to talk and cool off while Triandra help Teel read his newly acquired novel. Naved desperately tries to talk to Deni, but no one answers. Downstairs Florian notices a white haired woman in her fifties wearing monk robes is listening in on their conversation. Alkaline convinces Florian to play nice with Naved for now. As the white haired woman leaves the tavern, the weather goes back to normal. Florian and Alkaline head back upstairs and the party starts talking. Florian shares his grievances, but decides to play nice. However, Alkaline is watching out the door and notices a darkly clad figure entering the tavern.

    Rewards Granted

    Malos Maleferent notes on Pneumatic Essence

    Character(s) interacted with

    Gurma Nagash Genna the seven fingered dwarf
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    26 Mar 2025
    Primary Location
    Related Plots

    Session 40: Up and down and around Report

    General Summary

    The party sneaks into an alleyway after the hobo fight and Aaliyah pukes. They then continue to the Silverlight brothel where the terrifying idea of intercourse comes up once more. A dwarf and a Human tries to trick Torcoll out of his hard earned cash and Cordelia gives a Halfling sex worker some gold. the party is then escorted into room 103 where they are met with a talking door. Torcoll tells the door that they are looking for information and that their mutual confident is Jankin. They then make a deal including the murder of one Bracer, who is supposed to be some sort of informant and 150 gold pieces. The party spends five minutes discussing the morality of murdering a person of unknown quality.   Afterwards the party leaves for the postboks outside the old house and set up camp. At twelve o clock Julian delivers the parchment. At 4 o clock the parchment is once again grabbed by something invisible. Medella casts her locate object spell. Cordelia, Aaliyah and Krom bolts after the small darkly clad thief. Chasing through open streets and alleyways the thief uses a pair of garbage cans as obstruction. Aaliyah and Krom manage to jump over, but Cordelia slips and eats shit.   The chase continues and the next hurdle is caltropes which Krom and Aaliyah both manage to jump over. Once they catch up with the Thief, a duplicant is produced which runs the other way. Krom follows one and Aaliyah the other. Krom chases the thief to an alleyway where the similie dissapears into nothing. Aaliyah chases teh real thief but realizes taht she is way slower, so she hunkers down and shoots. Hitting him in the behind and in the arm she nearly manages to stop the them, but sadly they continue and throw down a smokescreen. Once Krom and Aaliyah are back togheter they start trying to track the theif which leads to a sewage system where the hunt stops. Medella follows her spell until it loses its focus, last pointing towards the church/docks. The party regroups, 3 out of 5 memebers smelling like waste and they head towards the docks.

    Rewards Granted

    Sexual tension   The strong smell of excrement

    Character(s) interacted with

    Dwarven Sex Worker (Male), Human Sex Worker (Male), Halfling Sex Worker (Female), Minotaur Bouncer (Big Guy), Half-Orc Female (Keeper of Secrets), Kinling (Wooden Door), Thief in the night.

    Created Content

    https://soundcloud.com/radioparodien/acow-session-40-recap/s-kaOU5p5mIJJ?si=84d8c105d175449997a2437fa4f22f6e&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 Mar 2023
    Primary Location
    Related Plots

    Session 41: Sewage and Garbage bins Report

    General Summary

    The party, three of which are drenched in shit and garbage stroll over to the docks where they discuss how to find the thief. They ask a nearby Dwarven Sailor if he had seen anyone lookin sus, or if there is a doctor in the nearby vicinity. He tells them about a nearby doctor with the name Limp. They head over and confront the black Tiefling Doctor who for a petty sum tells them about a Halfling who came by to get patched up not too long ago. The party then heads back to the docks where they ask around for the halfling once more, but none are receptive. Medella then uses three locate object spells, but find nothing. Beaten, broken and dirty they send a message asking Malos for help, who agrees to do so, however they ignore that and head over to Mr. Garnielle   Back at the Griffin Brewery the party takes a shower. They then head upstairs and meet with Dillweed who is more than happy to see the party once more. Garnielle informs the party that Bracer is one of his top informants, but that he could help them track down the halfling thief. He also notes that breaking the contract with the Golds Gallow could lead to them being attacked. Garnielle is also briefed about Medellas abyss incident.   The party goes to bed, but Garnielle talks with Aaliyah alone. He informs her that he will do what he can to find whomever attacked her, and also says that the brain she brought him speaks with grammar and syntax, but that it is mostly gibberish. He believes it to be several brains formed together. He also tells Aaliyah to take her warding necklace off. When Aaliyah goes to sleep Garnielle enters her dream and the two go for a stroll in Betheriell on the Wild Fire Isle. They visit the floating island where all the nobles live and Aaliyah becomes increasingly angry. Aaliyah then asks Garnielle to take her to the laboratory where she was held, but Garnielle refuses to.

    Rewards Granted

    A nice warm shower   Impending doom   A new appreciation for modern plumbing

    Character(s) interacted with

    Limp the Doctor, Dwarven Sailor, Garnielle, Malos, Dillweed, Savio Salladim (Cordelias GP, only mentioned)

    Created Content

    https://soundcloud.com/radioparodien/acow-session-41-recap/s-cLPjXFhWYOf?si=f09a05802f7149448bfb7df4ae58bf7c&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    27 Mar 2023
    Primary Location
    Related Plots

    Session 42: Red and Gold Report

    General Summary

    The party awakes to pancakes, coffee and heated discussion! Mr. Garnielle Aka, Peryll and Torcoll go head to head when debating the potential outcomes of the war. They make contigency plans which Torcoll deems a waste of time. Garnielle agrees to send a message from Cordelia and Krom to their closest in the city; Cordelias parents, Julian, Elm, Natacha and the ever loved "possible husband". The party then decide that Garnielle will take Weavic Resin to boost his magical abilities. This is administered by a syringe to the base of the brain stem. The effects take hold and Garnielle becomes neasues and slightly feral as he leaves the Griffin Brewery, party on tail. Showing people out of his way aggresivesly and jogging towards teh lower district the party find themselves at The Gilded Beerbarrel. Garnielle heads back and the party enters.   Jaeger is immediatley hushed by Torcoll who intimidates the poor corpulent barkeep to tell him what room the halfling is in. Jaeger complies and wants nothing more than to live in peace, so he ehads into the back room. Upstairs the party confront Keliadon, the young Halfling courier. Aaliyah threatens and chokes the halfling, Medella casts zone of truth and Keliadon spills the tea. He knows little to nothing about what is going on, where or whom anyone is, just that he is paid to do errands. He agrees to lead the party to his drop off point but not before jabbing Aaliyah in the "oh no, did i do something bad" zone. The party knocks on the door and are met with hostility from the residence. Gillian Growgruff, an old war veteran Dwarf from Copperstad is not too happy being bothered by Torcoll who claims to be from the Thieves guild. In the end Gillian knows very little but gives them his knowledge of the person who hired him, Rembrandt, a fire genasi he met at the Silverlight brothel. He also tells them about his drop of spot... A flower pot by the side of his house by some rubble. Aaliyah is displeased by banality of everything. the party set up shop in a spot with visibility to the flower pot. Cordelia makes a hammok and Medella sleeps.

    Rewards Granted

    Party tension   Imagery from the Helften concentration camps   Flower pot information   Pancakes, coffee, and bacon breakfast.

    Character(s) interacted with

    Dillweed, Keliadon, Jaeger, Garnielle, Gillian Growgruff

    Created Content

    https://soundcloud.com/radioparodien/acow-session-42-recap/s-HlHFnzn1LwT?si=127adb0bb1944179a17374416e8401fe&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    11 Apr 2023
    Primary Location

    Session 43: The Mailman Report

    General Summary

    The party sits outside Gillian Growgruffs house waiting for someone to come pick up the letter. Whilst discussing how to go about confronting or following the person Malos appears curious about why they asked for help but never came. Aaliyah pouts angrily and Malos goes poof. Gillian coems out and hides the letter udner the flowerpot. After discussing Malos' ethics for the fifteenth time someone approaches the flower pot and takes the letter. Krom and Aaliyah follow sneakily but Torcoll and Cordelia, not so much. However they persevere, and one giant congaline of sneaksters later the party find themselves at the gates to the cloudtop district where thir target enters. Cordelia acts up a storm, cries and pouts until the guard gives in and lets her enter the cloudtop aswell. finding herself lost without much wit she messages the party about her current predicament. However whilst aimlessly standing in the middle of the road she is approahced by a nightime walker. Dennis Amstar. She confides one final lie in Dennis who seemingly believes her and offers her stay at his place and help in the morning.

    Rewards Granted

    Crocodile tears   +1 Malos   -1 Malos

    Character(s) interacted with

    Clothchord, Dennis Amstar, Female Half-Orc Guard, Male Human Guard (Cordelia Simp), Malos Malferent.

    Created Content

    https://soundcloud.com/radioparodien/fsog-session-43-the-mailman/s-oUnvl4w8ez0?si=884f793408bd45dd98cea9b0a23c3f8a&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    05 May 2023
    Primary Location
    Related Plots

    Session 44: The House of Amstar Report

    General Summary

    Cordelia enters the Amstar mansion and is awestruck by its luxurious beauty. When heading to bed she encounters Eek, a goblin helper working for the Amstar residence. She tells Eek her secret and tells him to not tell anyone. Eek complies.   Aaliyah and Torcoll head to the Teelweave and Krom goes to get Medella who is being overseen by Malos.   Cordelia is awoken the next day by Dennis and Cordelia spills teh beans about her current assignment. Dennis is not happy but asks that she meet with his father. Cordelia casts a sending to Garnielle to tell him about her predicament. Cordelia meets with Allus, Dennis' father and the patriarchal figure of the household. She tells her story once more and is scolded by Allus. Dennis is also scolded. In the end Allus lets Cordelia leave, so she and Dennis takes a stroll down towards Garnielles. Dennis asks Cordelia out. On the road towards Garnielles they are attacked by a non-humanoid creature which bites Cordelia in the neck. Dennis and Cordelia manage to kill the creature and Cordelia messages the party and they head towards the church of the stained hands. They meet up and introduce themselves.   When outside the church the party can hear a commotion from the eastern passage. Torcoll Aaliyah and Krom run towards the commotion and the rest head into the church to get Cordelia patched up. The party reach the eastern passage and see a crowd of people trying to push into the middle district being kept back by Guards. Chaos ensues as the people try to climb over and end up crushing each other. The party gather at the church and discuss the current situation and arrives at the conclusion that this might be the start of the dragonborn invasion.

    Rewards Granted

    Potential romance and a life in luxury.   +1 goblin friend   -1 Reun

    Character(s) interacted with

    Eek, Kalli, Allus Amstar, Dennis Amstar, Garnielle, Malos

    Created Content

    https://soundcloud.com/radioparodien/fsog-session-44-recap-distant-bells/s-cz7AcaLfn95?si=7b6a7d9a469943faa37ed673d3e89043&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    09 May 2023
    Primary Location
    Related Plots

    Session 45: Distant Bells Report

    General Summary

    Realising that Reun soon will be under attack by Dragonborn forces, the party head to the Griffon Brewery, where Garnielle shares their intent to leave soon as to avoid the soon-to-be first strike. Garnielle begs the party to continue their search for answers in Darkweld and that they should leave as soon as time allows them. The party then head to the church, where they overwhelm an already overwhelmed clergywoman with talks of invasion and misery. She faints. More than once. Whilst trying to calm Kalli down, they feel a rumbling in the church. They rush out and see giant light beams rising from within the city. They rush towards the Teelweave to pack up and whilst the party is inside Aaliyah sees the university disappear into thin air and the light beams cease.   After packing up 50 pounds of linen, giving the DM flashbacks to Das Kapital Volume 1, they head back to Garnielle where they have a heartfelt goodbye with Dillweed who are decided will stay with Garnielle. Right before they are about to leave, the party asks about potential problem people in Darkweld. One name comes up. Timothy Semmelweis. At the mention of his name, Aaliyah and Krom confides their past to Garnielle and Garnielle becomes angry, blubbers his words and curses. A state the party has seldom seen him. But before too much backstory can be revealed, they jump through the portal and land in Darkweld.

    Rewards Granted

    Revelations about Timothy Semmelweis and the Maroon Goldtop!   -1 Dillweed... This time for good   -1 Reun... This time for good   -1 Teelweave... This time for good   -1 Malos... This ti- You know what, you guys get it. You lost everything in Reun...

    Created Content

    https://soundcloud.com/radioparodien/fsog-session-45-distant-bells/s-Ewxe542weEJ?si=b4f06680b4ba433eb7ddaf75b8b62874&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 May 2023
    Primary Location
    Related Plots

    Session 46: Swordfishtrombone Report

    General Summary

    The party arrives in the basement of Serens Silver Style, where Medella pukes in a bucket. Not long after their arrival, Seren arrives to great them. She is an Illithid and communicates with them through telepathy. She explains the current state of Darkweld and the territorial war of the city to the party. The two major players are The Drowned, the unofficial ruling body of Darkweld and The Bones Marrow, the thieves guild. Then there are smaller organizations like The Cardinals (a group of Mask fanatics), The Spotless (A group of humanoid traffickers running the local bath house), Clutch (A Tabaxi family running the arena and subsequent match fixing and gambling schemes), and The Razor (A new up-and-coming guild in a territorial war with the Cardinals).   The party gets acquainted with Seren and their new landscape, and then leaves to look for an inn. Outside Serens boutique, they are approached by a young man of unknown ethnicity who overheard the Party talking, especially noting that they mentioned Reun. He introduces himself as a friend in need of connection and offer to show the party around. He shows them the Alchemist shop the Acid Reflux run by the Goblin Herman Withers and the general store run by Jack Burr. Furthermore, he then leads them to the Lucky Lake Rat tavern and Inn, where he offers to pay for food and drink. Whilst eating and drinking, he explores the party and their reason for visiting. The back and forwards leads to him revealing his true intentions. Derren works for The Razor and was stationed outside Serens place in case anyone came visiting. He further notes that The Razor has been trying to expand and are in need of members after some territorial warfare accidentally went wrong. The party agree to meet with Occam Edgelong and Derren leaves.   After a while, three seemingly Drowned Guards enter the tavern and starts shaking it down for illicit materials. One of the guards approach the party, Cordelia takes the word and accepts being searched for drugs, but before the guard can do anything she casts suggestion on the guard, telling him that he already did the search and found nothing. The guard then continues to search the tavern and find a small amount of drugs on a halfling sitting in the bar. The halfling gets dragged out screaming and kicking while the rest sit in silence awaiting their turn to be searched. The three guards harass the rest of the guests, but no more illicit materials are found and they leave. Grondar Beerfull apologises for the inconvenience and is angry at the Drowneds activity, especially outside their territory. The party then request a large room and start their sleepover.

    Rewards Granted

    A whole new world!   but it's kinda shit   But it has hookers and blackjack!   but also STDs and death and human slavery and depravity...

    Character(s) interacted with

    Derren Goldson, Grondar Beerfull, Seren Dipitous, Drowned Orc Guard,
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    24 May 2023
    Primary Location
    Related Plots

    Session 47: Sleepover Report

    General Summary

    The party awakens after a fun and relaxing sleepover party in the Lucky Lake Rat Tavern and Inn. Medella notices that Torcolls back has changed and inspects it further, noting two bumps that have appeared. Torcoll then tells the party as a whole about his affliction and as far as he knows why and what it is. Aaliyah and Torcoll hug. Cordelia is confused and slightly filled in about Gamdring Firebrod, the white dragon, the storm, the experiments, and so on and so forth.   The party then head downstairs where they talk with Grondar about what to do, he is timid when the party mentions Dragonborn activity. A Wood Elf observes the party from across the room, and the party invites the elf to join. They are introduced to Rayous, a bard from the Brown Baron College who fled from Reun when the war broke out. Rayous takes an interest in Cordelia due to her upper class look and tone. However, Rayous really don't know much about Darkweld and is mostly a waste of time. So the party heads out.   They decide to visit Herman Withers, the goblin owning the Acid Reflux alchemy shop. Herman is a crazed, semi functioning alchemist living in a semi functioning house who sells high quality potions. Herman is less than reliable as a narrator, but is willing to pay the party 3000 gold for the murder of Timothy Semmelweis who apparently cheated him. The party agrees to do the deed. They then head over to the tavern hiding The Razor.

    Rewards Granted

    Elf Friend <3   Back nubbins   Aaliyah and Torcoll trust

    Character(s) interacted with

    Rayous, Herman Withers, Grondar Beerfull

    Created Content

    https://youtu.be/xMMTMIjYMsY
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    06 Jun 2023
    Primary Location
    Related Plots

    Session 48: So long, and thanks for all the fish Report

    General Summary

    The party enters the Razor and are greeted by Jennifer Hol, an old, friendly lady who opens the hidden doorway for the party. Down in the guild area they are met with Penelope, a halfling woman clad in a fine brown suit who tells the party she is the secretary. She leads them into the bar area, where they meet with Occam. Occam gives the party a drink and tells them that he has poisoned them. He demands the party give him details about their current mission. When he realizes they aren't here to fuck him over, he tells them the truth, that they are in fact not poisoned. Occam and the gang enter an agreement, they are to do a hit-and-run against the Cardinals, and he will help them with their mission to find the dragonborn in Darkweld. Occam also gives the party a recap of the background of the guild and its problems.   The party then heads out and into the street and start sightseeing. Whilst walking around, a small half elf boy tries to steal Kroms pouch of gold. Krom catches the young boy and asks him if he knows of any bookshops nearby, he tells them he knows about one not too far away. Before he can tell them where, Aaliyah threatens the boy and scares him away. Medella takes charge and with her keen insight find a woman of different stride. They meet Carmen, a dwarven dockworker who bonds with Torcoll over stone and invites the party for some tea. She shows them the bookshop, Vanitys Words of Wisdom. And gives them some good herbal root and mushroom tea.   During their stay at Carmens place, Medella gets a mental message from Malos who wants to speak with her. She hurries outside and Malos teleports to her. Malos explains that he needs Medellas help with Father Elijah and the Grazzt problem. Medella invites the rest of the party to join the conversation. The party heads to Vanitys Words of Wisdom, where Malos throws the Tiefling librarian a sack of gold and tells her to get out of dodge. Malos tells the party he needs Medella to end Grazzts plans before they become world ending problems. The party is hesitant to let Medella go, but agree that it is best to do so. Aaliyah notes her mistrust of Malos who is more than happy to fuel her paranoia.   Before Medella leaves with Malos she and the party find some useful books in the shop. Final goodbyes are said, and Medella leaves with Malos. The party is stood sullen in the midst of the bookshop. Medella joins Malos in his little pocket dimension where time moves more slowly. They start work on a plan.

    Rewards Granted

    A book on Olidammara and Mask   A book on black dragons   A book with mythos and folk tales   Almost -1 dagger   -1 Medella   +1 major depressive disorder

    Created Content

    https://soundcloud.com/radioparodien/session-48-so-long-and-thank-you-for-all-the-fish/s-ILic3Gd48Yj?si=d954d21e0c9f480bbb04cc0069419d36&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 Jun 2023
    Primary Location
    Related Plots

    Session 49: Clericless exercises in futility Report

    General Summary

    The party stands alone in Vanitys Words of Wisdom fully Clericless for the first time in several months. As they stand there in silence coming to grasps with their current predicament, they realize that Vanity is looking at them. After a quick gathering of wits, the party peruse the shop for more books. Aaliyah is disappointed to find that there are no Dragonborn books except for outsider propaganda. So, they leave. As they walk towards the Cardinal church they start work on a brilliant, intelligent and 100% fool proof plan to catch Timothy Semmelweis who definitely still resides in Darkweld despite all evidence pointing towards him being long gone.   They scout out the Cardinal Church by acting like tourists walking around, and with Torcolls acting skills they surely do look clueless and lost. Krom speaks to some birds. Not a lot is gained. They gather some surface level information about the building at the surrounding area. Then they leave.   They get lost in thought and end up outside Jack: Of all trade. A clutter store of great messiness. They find some bits and bobs, but nothing of great value. Krom learns that Balbalar probably visited the shop. Torcoll gets a new belt and a tunic. They ask Jack if he can identify their obviously magical chalice. He can’t. Cordelia says she can. She never does. Then they leave for Blackouts Beerbelly.   They arrive at a run down dark lit tavern run by a fully black Tiefling who greets them. He is friendly and takes a liking to the party. They ask for a room and some discretion. To which he obliges. The party then has a fun little sleepover party to the tune of the Cheers Theme. Then they head to bed where Aaliyah meets an old friend.

    Rewards Granted

    Bits and bobs   Greetings from an old friend

    Character(s) interacted with

    Gamdring, Blackout, Vanity, Jack Burr

    Created Content

    https://soundcloud.com/radioparodien/session-49-clericless-exercise-in-futility/s-Ob8W942F6j9?si=350bb0faa885447fb34a80c5c6bf9179&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    09 Aug 2023
    Primary Location

    Session 5: Leaving You Breathless

    General Summary

    Alkaline rushes to the door to listen if the darkly clad person is coming up the stairs. Hearing nothing tension arise until the door starts breaking inn. Combat ensues but quickly turn in the party's favor as the assassin starts to flee. Not but 12 seconds into the fray the assassin vanishes and the party is left speechless (and some very angry at the cowardly assassin).   They leave the tavern and wander the streets discussing the peculiar set of circumstances that led up to the confrontation. The white haired woman becomes a focus which reveals that Triandra remember seeing some iconography of the same sort in the northern part of the sootworks. They head to the place where Triandra saw this womans likeness. They arrive at a nice teelwood house. They knock on the door. An elven woman opens the door, one Elaris Nightvale. She introduces herself and the house as the current residence of the Order of the White Lotus. A sect of believers who gain vision through collective dreaming. It is revealed that the white haired woman that Florian saw, might be the one and only Lady Medella, The Maiden of the White Lotus. Triandra is very interested and asks if she can help her with her dreaming problem. Elaris complies and Triandra is now an official member of the Order of the White Lotus. They head inside the hippy house and await Triandras daydreaming seanse. Meanwhile they gain valuable information about dreaming and the white lotus. Most of it cryptic and nonsensical. The daydreaming group wakes up and Triandra joins the next session. Teel reads his book. Elaris is inhabited by Deni who tells Naved that the marking on Alkalines door was intentional and that it had nothing to do with blowing it up. Before Naved can get more information the warden leaves. Triandra enters her dreams, this time more vividly than ever before where she fights a baby boxer, her father reveals he wanted an abortion, then promptly falls dead of kidney failure. A dwarf dentist steals his teeth.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    02 Apr 2025
    Primary Location
    Related Plots

    Session 50: Masks and major tasks Report

    General Summary

    Aaliyah awakens with a bone chilling scream and the others rush to their feet to see what has happened. Krom notices that Aaliyah isnt wearing her necklace and put together that Aaliyah had a visit from Gamdring. Krom and Aaliyah hug and Krom tells her that she needs to wear the necklace. Aaliyah cries. Aaliyah then puts it back on. Cordelia, out of nowhere, remember that they have a chalice that they never identified. She gives it the old college try and figure out that it is an infernal communications device, but it needs to be filled with blood to work. This new and exciting item is then forgotten as the party starts discussing the sending spell and the probability that it can contact Zinata or Balbalar. They try to contact Balbalar to ask him where he is. He answers that he is in Darkweld at the Cold Brew Tavern. They then try to contact Zinata. She doesnt answer. Aaliyah cries. The party goes to sleep.   Cordelia has a fantastic dream that their previous plan to catch Timothy Semmelweis works. Cordelia is paraded for holding a Gnome and Slime beauty peagant which results in them catching Timothy. Cordelia uses teh gold to buy a mansion in the cloudtop district in Reun where she lives with her beautiful rich noble husband. The king pays her a visit and gives her two large bags of money, because she has so much money, she should have more.   The party awakes and contact Balbalar and set up a meeting. They meet at the Cold Brew Tavern, a fine well made and well kept Dwarvish establishment run by Erma Bonebroth. They greet and sit down by Balbalar, but Cordelia reads the room after introductions and drag the dwarf and dragonborn along to leave the two firbolgs to talk privately. Krom voices her confusion and hurt over how her uncle and cousin simply left without a word to anyone at home - and especially her. Thus Balbalar reveals the reason for why he left. When Krom and Aud were very young, Aud fell sick and died. Balbalar set out to find a way to bring her back. The trip took him across the world. Running out of money, with no sense of hope, with the rotting corpse of his daughter in his backpack, he met a merchant. The merchant told him of the Elder Krone whow as said to have magical powers. He found her and made a deal. Her life for his soul. Aud came back to life and Balbalar came back to the village. 20 years later, Aud fell sick again with the same disease, so Balbalar took to the road to find the Elder Krone once more. Krom and Balbalar cry.   Aaliyah, Cordelia and Torcoll are drinking at the bar while Krom and Balbalar cry. Aaliyah starts talking politics with Erma who aint a fan of Aaliyahs home or its people. Due to Ermas harsh tone. Aaliyah cries. Torcoll try to remedy the situation, but has little to no luck.   Balbalar talks with the party for a small amount of time before the topic becomes to heavy for him so he heads upstairs crying. Krom follows. They sit beside the bed where Aud lies sick and dying. They talk for a while where Balbalar reveals his deal with the Krone. They cry. Balbalar then becomes angry, walks over, and punches the wall, before promising to find the Krone that lied to him. He then loses his emotions and becomes stoic and promptly leaves. Krom is left in silence. After a minute or so, she sits down by Aud and begins to braid her dear cousins long red hair.   Downstairs, Aaliyah cries some more. The end.

    Rewards Granted

    Enough tears to fill a rusty chalice of questionable origin.   Two mediocre drawings of Zinata.   1 undead currently dying cousin of Kroms   Ale

    Character(s) interacted with

    Erma Bonebroth, Balbalar, Blackout

    Created Content

    https://soundcloud.com/radioparodien/session-50-masks-and-major-tasks/s-1Hrt4HTaRFh?si=be21508648504e4ca7d695b8b42508e8&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    15 Aug 2023
    Primary Location

    Session 51: Torcolls Lament Report

    General Summary

    After Balbalar leaves Krom confronts the party about why Balbalar is in Darkweld. They move to Auds room due to privacy and start work on figuring out what to due to help Balbalar as well as their next steps towards inflitrating and smashing up the Cardinal Church. They decide that they need a couple of hours to get Aaliyah out of drunken stupor. Aaliyah pukes in her sleep. The party awakes to a foul stench. Aaliyah cries. The rest clean her up. The party then try to figure out what to do next. They visit the chalice idea, but Krom is hesitant. They decide to ask Erma about if she knows about any Olidammara worshippers. Erma knows a Goliath drummer named Essa who plays at the Grape Escape. They leave the tavern.   As they exit the tavern, they notice that there are no people in the streets. Only five drowned guards surrounding them. A half orc guard named Axim approach them and asks their name. He wants them to all name Torcoll at the same time to make lying impossible. they reveal Torcolls name. Axim asks if its Torcoll of Clan Airgid. Torcoll confirms it. The half orc then tells his guards to kill Cordelia, Krom and Torcoll and take Aaliyah.   Combat ensues. the party fights valiantly, tooth and nail, grasping at every last bit of power they have. Cordelia is paralyzed. Torcoll is pierced by a longsword. Krom tries to help Torcoll but fails leaving her to try to fend off the guard. Aaliyah has trouble hitting her targets and gets shot in the chest and becomes unconcious. Krom carries Torcoll to an alleyway. Aaliyah awakes from sheer anger alone and shoots the last guard but he survives. Krom comes back to the scene and charges after the now escaping guard, but manages to catch up and kill him.   In the aftermath they realize that Torcoll of Clan Airgid, is dead. Stricken with grief the party drags Torcoll to the inn where Erma stands at the ready with a crossbow. Panicked they start grasping at straws to find any way to bring Torcoll back. Erma tries to assist but to no avail. As the party realize the severity of the situation and the probable finality of it, they take a moment to grieve Torcolls passing. Aaliyah embraces Torcoll and demand him to come back. Krom and cordelia also give Torcoll hugs. Balbalar comes back but cannot help in any meanigful way. They then decide to try everything available to them tog et him back. Healers, Garnielle, The Acid Reflux. Cordelia uses sending to contact several sources until Herman Withers reveals that he posesses a potion that can bring Torcoll back. The price is surely gonna be more than they can afford.   With no time to lose, and with little to no plan, they leave torcoll in the tavern with Erma and Balbalar as they head toward the Acid Reflux   Torcolls vision fades and his being dragged into the endless void. Drifting for timeless forever until ending up in Purgatory where the Lord of Souls is auctioning him away to the highest bidder. None are chosen as of yet.

    Character(s) interacted with

    Axim, Erma, Balbalar, Aud,

    Created Content

    https://soundcloud.com/radioparodien/session-51-torcolls-lament/s-3A3H1BwkbNQ?si=c77f0ca354ce4c5d85a82f81f92ba97e&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    23 Aug 2023
    Primary Location

    Session 52: And then they were three Report

    General Summary

    The party is beaten, bruised and broken, but still decide to find a way to bring Torcoll as fast as possible. They discuss the idea of getting help from Seren Dipitous who was mentioned by Garnielle earlier. The Drowned are hunting them down and killing people in the streets. Sneaking through alleyways and muddy streets, they barley manage to get to Serens Silver Style without getting noticed. Seren tells them that he can help them get a raise dead potion from Herman Withers, but that he would need a favor from them later. The favor is non negotiable and must be carried out without question. The party is tired and desperate and obliges tot he terms. The contract is bound by blood. Seren travels to the Acid Reflux and returns with the potion. The party thank him and gets Aaliyah some Wild-fire Isle clothing. Krom makes herself look like a mercenary guard and Cordelia looks like... Cordelia. They then put on their best upper class performance and travel towards the Cold Brew Tavern. Along the way they are questioned by an old woman Drowned Guard, but they manage to shake them off.   When they arrive at the Tavern the door is open and no one is at the main floor. Spooked, the party try hiding in some alleyways to get away from potential prying eyes. They then scout out the tavern. They find that two windows on the second floor are open and that someone jumped out of them due to marks in the mud. They enter through the window where they find that the room is in a state of dissaray. Balbalar, Aud and Erma are nowhere to be found. Torcoll still lies dead beneath Auds bed. They revive him and give him a run down of what happened. Torcoll is seemingly a little out of it and has trouble breathing properly. They then realize they need to get out of the tavern in case the Drowned come back. In the streets they try following Balbalar and Ermas footprints, but on their way they are seen by some guards. they nearly manage to escape the guards who are now flocking in the streets ringing bells. The party find refuge in an old abandoned house where they finally gets some rest.... maybe.

    Rewards Granted

    1 dirty Dwarf   1 contract bound by blood.   1 potion of Raise dead   A new fear of people in leather helmets with poor fashion

    Created Content

    https://soundcloud.com/radioparodien/session-52-and-then-they-were-three/s-6gNkr6G4azl?si=d8bfdedd37904b188ad9f239af3379a9&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    06 Sep 2023
    Primary Location

    Session 53: And then they were four Report

    General Summary

    The party take turns holding watch in the old decrepit house they found refuge in. During Torcolls watch he falls asleep and is visited by an unfriendly face. Gamdring Firebrod takes great pleasure in talking with Torcoll, while Torcoll try his best to gleam information from him. Torcoll awake with some disparate knowledge, but nothing conclusive. The party gather their senses after what was a hectic day and make their way to The Razor.   Occam greets the party and they discuss their coming plans. Occam is going to raze a Cardinal Warehouse and set fire to surrounding buildings to draw the Cardinals out. The party is then to infiltrate, find anything valuable or useful and raze as much as possible. The party decide to go get some explosives. They meet with Akram, an older gnome inventor who sells them some oil and a lantern. His explosives are too expensive.   The party then return to Occam and have a fun sleepover.

    Rewards Granted

    18 vials of Oil   A hooded lantern   A garden of dead trees and rotten friends

    Character(s) interacted with

    Akram, Desmon, Dalen

    Created Content

    https://soundcloud.com/radioparodien/session-53-recap-and-then-they-were-four/s-YdDA1NFdof9?si=407a341827604f2ea959a74689514300&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    14 Sep 2023
    Primary Location

    Session 54: Cardinal sins Report

    General Summary

    The party is awakened after a wonderful sleepover at Occams Razor where they sung songs, danced and generally had a wonderful time despite the recent events. Occam gives the party and Razor Memebers a briefing. Desmon, Celly, Argon, Bertrud, Aaliyah, Torcoll, Cordelia, Krom and the spirit of Medella always in our hearts listen intently at Occam explaining the plan.   They all head out to their respective places of operation. The party waits by the church holding watch over the front and back door. The cardinals are seen leaving the church by the front door locking it with some kind of magic looking all badass, summoning dank ass shadow spears clad in cool dark leather drip. The count 4 Cardinals leaving. The aprty suspects that at least one Cardinal is still inside. The party decide to go through the back. However they realize that the door is magically sealed by a Arcane Lock spell making enetering through normal Thieves Tools means almost impossible. Krom with the help of Cordelia and the preassure of Torcoll and Aaliyah looming over her manage to just break open the lock. they head inside and investigate. They find a library filled with books. They take with them 4 books of note. One on Mask, one on The Lord of Souls, How to Kill a Mockingrock and The Great Gnomesby. They then douse the place with some oil. They find a weird shrine to Mask, but its purpose remains unknown. They gather some frops of Purple thorny vine sap from the innhouse outhouse garden. They then enter the dining area. Then they leave. Then they enter what seems like a planning room. On a fine ironwood table is a map of Darkweld with important notations, and some letters. They grab it and douse the place in oil. Then they head downstairs where they see two rooms and a black like void... They leave. Afterwards they head upstairs where Torcoll slips and alerts someone. They get in a fight with a Cardinal and a Hellhound. Aaliyah gets blinded, Torcoll wrestles a hellhound, Krom Benny Hills' the cardinal and Cordelia concentrates on two many spells but effectivley clutches the fight with her Dissonant Whispers. They are victorious but as the Cardinal falls it is consumed by a void of black ooze and the party panics thinking it may come back later. They grab the black leatherbound book on the lectern, ruins the place and heads downstairs to set the place ablaze. After setting the place on fire they realize they havent explroed the place fully and try to investigate two more rooms. One contains some intruments of fine make, but the other is locked and Krom cannot get it. The smoke is overwhelming at this point and the party has to get out, but Kroms curiosity is overwhelming. The party drags Krom kicking and screaming from the smoke filled church. They then return to The Razor and look through their stuff. They gleam alot of infromation from their findings. Occam returns but Celly is seemingly gone. A hard price to pay, but the information proves vital to the Partys mission at hand.

    Rewards Granted

    A map of Darkweld with important notation   Letters   Books   Instruments   One less mouth to feed in the Razor
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 Sep 2023
    Primary Location
    Related Plots

    Session 55: Holmenkollen Kapell 1992 Report

    General Summary

    The party discuss their next steps regarding their new found knowledge. They decide to check the eastward docks where the Resistance are supposed to be stationed. On their way to the docks they see a poster promoting a match between Elliot Graystitch Wayfinder and a gang of adventurers. They take a poster with them. At the docks they scout for dragonborns and Cordelia manages to spot one far in the distance. They approach the red dragonborn acting like Cordelia stumbled into him. The red dragonborn was standoff-ish and decided to leave the situation. The party then leaves for an alleyway to discuss how to approach the situation. They mention that they are looking for the resistance, at which point the red dragonborn comes out from beyond the shadows to question them. A back and forth leads them to come to some terms. They are to meet at the exact spot and with bags over their head will be taken to the resistance headquarters. The party hesitantly agrees. They leave to discuss their situation and get a sending from Medella.   They then meet up at the spot and are stripped of weapons and potential hostile items. They are spun around and lead in circles to throw them off. They are then taken to a warehouse and then underground where they meet Kahyssa. They are interogated about their intentions. Kahyssa decide to trust the party and they share information. Zinata is not there. Aaliyah is sad. The resistance is small in numbers but dedicated. Cordelia becomes the target of focus for Kahyssa as Cordelia reveals that she is now knowingly known to any major players in town. They then start to work on a plan.   Kahyssa the Illuminous: Leader of the platinum resistance. Female Black Dragonborn. Former Operative.   Temmuth: Red Male Dragonborn - Former cavalry   Nelsic: Green male Dragonborn - Former infantry   Tessimet il Asakov al Dehaxanas el Nioxa ar Dekanesse: Bronze Male Dragonborn - Former Noble   Mayhessa: Gold Female Dragonborn - Former Arcanist   Jihar: Red Female Dragonborn - Former Artillery   Alhem: Silver Female Dragonborn - Former Wyvern Rider   Eldil: Copper Female Dragonborn - Former Smith

    Rewards Granted

    Allies
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    26 Sep 2023
    Primary Location

    Session 56: The Platinum Resistance Report

    General Summary

    Cordelia spends a week studying the art of subterfuge with Kahyssa to be ready for her solo mission. Krom and Aaliyah takes a stroll to Boris' Boots to buy some fresh new sneakers. Aaliyah lets Mehyssa cut her arm open to look at her arm problem. The growths are a mixture of bone and steel and is growing rather rapidly. Torcoll asks Kahyssa about his arm. She tell him that it is usual for Dragonborns to test their ideas on other humanoids before using it on Dragonborns. Cordelia finishes training and the party are treated to Tessimets cooking. They talk about their upcoming plan and then head to bed. Aaliyah wakes up in the middle of the night realizing that there is a clone that is coming to kill her. She wakes Krom and they have a moment. Kahyssa enters the chat and they talk about the clone problem. Kahyssa tells Aaliyah that the clone problem is real and that she had the exact problem earlier. There is a large laboratory where the dragonborns clone important assets. Kahyssa also gives Aaliyah and Krom a stern talking to about being cold and pragmatic in the eyes of danger. Krom and Aaliyah leave for bed. When the party awakens they brief each other on the newly acquired clone information. They hug.

    Rewards Granted

    A new and better Aaliyah   Tessimets impecible rosmary eggs   Cold hard facts and logic from Kahyssa
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    04 Oct 2023
    Primary Location
    Related Plots

    Session 57: A simple tailor Report

    General Summary

    The gang finishes eating Tessimets delicious eggs and heads towards the Boney Bar to find themselves some Dragonborn tail. They scout out a perfect alleyway for murder and Cordelia enters the bar as the rest stand guard. Cordelia enters the corny halloween esque necromancer bar and meets Nero/Alucard a young elvish woman who loves the ecentircities of the macabe. Cordelia leaves after five minutes, then reenters after three minutes and waits for another 3 hours talking with Nero about her business. Nero is a necromance who uses undead servants as labourers. However her enterpirse was cut short in the Elucidien and Reunian due to common law that outlaws necromancy. A silver dragon then enters and Cordelia tries to flirt. Its a trash fire. However magic saves the day as Cordelia charms the dragonborn and asks him to follow. They walk over to the dark isolated alley where the party holds him down and prison shanks him. They then drain the dragonborn of blood to use in the chalice. The chalice fills and starts to boil and a voice emenates from it. "Welcome to Zariels mergers and acquisitions, what can i help you with?" They reach the avernus offices of Zariels soul enterprise. They ask around for some souls, namely Medella and Balbalar, however the souls are not within their registry. Torcoll's soul has apparantley been to the auction, but the bidding war was cut short. The party then dumps the silver dragonborns body in the ocean and heads for the unveiled baths. In an alleyway before the unveiled baths Cordelia contorts and takes the shape and memories of the dragonborn. Morythas, an artillerist in the dragonborn army.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    12 Oct 2023

    Session 58: Tinker, Tailor, Soldier, Spy Report

    General Summary

    Cordelia readies herself to enter the Unveiled Baths. In her new form she gains knowledge of names and operations valuable to trick the Spotless to release information. She takes a stroll inside and demands to speak to Pirrean Spotless. She uses a combination of rhetorical skill, silver tongue speech and mostly magic to get find out the warehouse number where the deliveries are made. Afterwards she teleports inside Pirreans office and steals a sock, and some less important contracts. Then she jumps out the window and bruises her arm as a drunken street pisser admires her swan dive. The party gathers, discuss the information and head to the Platinum Resistance where they are met with Whale stew and warm smiles from Tessimet. Kahyssa and the party discuss their next stepts. Krom gets a fancy new dagger. Aaliyah gets an upgraded arm after some very painful artificing. Torcoll and Krom scout out Warehouse 57 and gain some valuable information about its defencive mechanism. They celebrate with some Blackberry Firewine, Krom nearly cries and they head to bed where Torcoll has a dream about being a clone and having his small penis mocked.

    Rewards Granted

    Dagger of Blindsight   Fancy new canon arm   Small penis aversion   Lots of useful information   A valuable finely made P-sock
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    13 Oct 2023
    Primary Location

    Session 59: Infiltrate•Destroy•Rebuild Report

    General Summary

    The party awakens after Torcolls nightmare and prepare themselves for the big Darkweld finale. Torcoll and Aaliyah go to Mogdans Mail to get some new fancy studded leather armor. Torcoll is disgusted by Mogdan's anti union stance. Once Aaliyah and Trocoll come back Krom realizes she should get some new armor as well and buys another set from Mogdan. Back at the Resistance the party checks out Torcolls Arm and realize the mutation has changed Torcolls eyes. Kahyssa says goodbye tot he aprty and leaves with her dissidence for the Mezzozen docks. Tessimet hugs Torcoll and Krom and tells them that he'll have dinner ready for when they come back.   The party and Mayhessa leave for the warehouse. The party and Mayhessa discuss praying and religion and the great worm god Jfif is mentioned. At the warehouse Cordelia notices that a human woman is observing them. They Mafia flick the woman as Krom shoots her in the throat. Mayhessa defuse the arcane lock and scrying eye and Krom picks the lock. Inside they find rotten fish. They investigate and find a hidden ladder leading into a small hallway. At the end are a pair of double doors. They enter and see rows upon rows of beds with humanoids of different races lying hooked up to small glass contracption. Inside are two high ranking soldiers, two researchers, Asamat Bagatov and Exhana, the terror of Helften. Inside the room are two large containers of a ethereal blue plasma. And last, but not least. One of the high ranking soldiers look exactly like Zinata.

    Rewards Granted

    Long lost love.   Two fine suits of studded leather armor from a slightly too libertarian firbolg   Tessimets Bay'khon   Slightly oval eyes

    Character(s) interacted with

    Mogdan, Brynt, Exhana, Callexan, Mayhessa, Kahyssa, Tessimet
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    18 Oct 2023
    Primary Location
    Related Plots

    Session 6: Order of the White Lotus

    General Summary

    Teel and Naved await Triandras awakening as they sit in silence with Elaris Nightvale. Alkaline makes fun of the white lotus as Florian halfheartedly defends them. The coliseum fades away around Triandra as a stage appears in the darkness. A familiar yet twisted humanoid beckons her closer. The humanoid has Triandras body, but is wearing a mask of her face. It speaks "We are the image in the mirror. The shadows that dance before the gaze of others." It takes off the mask revealing a glitched and fragmented face that fades into the darkness with no end. It refers to itself as Triandra, her inland empire. It asks Triandra to "Perform for me like you do yourself" and then proceeds to ask her three questions   “Which lie do you tell yourself most often?”   “What would you become if no one was watching?”   "When you look in the mirror, what do you see?"   Triandra flails a bit and answers, but the inland empire is seemingly unsure Triandra is ready and leaves. Triandra awakens and desperatley wants to go back to sleep to try again. The gang says they should go outside to get some fresh air where they are attacked by weird simulacra of people with black plaque in their teeth. They seemingly try to steal Triandras memories or some such. The party manages to fight them off and head to the Ruby Ramshack where they gain some interesting knowledge about Malos, Medella, Pneuma and Alkalines pneumatic machine. Alkaline, Triandra and Florian try to take a nap to enter a dreamscene. Teel and Naved take watch. Teel gets posessed and the Warden tells Naved not to worry about what they don't know, as they give as much information as they feel they can without putting Naved in danger. Naved thinks this is kinda sus lol.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    11 Apr 2025
    Primary Location
    Related Plots

    Session 6: The Road to Dwalinstad Report

    General Summary

    The party wakes in the mines of Hideskeld in the midst of night due to a commotion outside their tents. Guards and militia alike are mobilising towards the front doors. Scouts tell of torches in the night, a sign of futures ruin. The party along with chief Amber Oaktwain decides that their best bet is to leave in the shadow of night towards Dwalinstad and find help as quickly as possible. Whilst traveling a few hours towards the road to Dwalinstad the party, low on sleep decide to set up camp but are attacked in the midst of sleep. Two goblins try and assassinate the party but fail. The morning after they keep heading towards Dwalinstad, after a few nights they enter the forest south of Greenpeak mountain where they notice a potential ambush. Deciding to do naught but to stand talking for a few minutes they are ambushed by the ambush. Krom nearly dying and with little to no stamina left Ven manages to charm the lead Hobgoblin and tricks the rest of the tribe that he is an old friend. they patch up Krom, gather for a feast, give the party a fair amount of food and a Goblin slave named Dillweed. The party then continued on the road to Dwalinstad.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    10 Feb 2022

    Session 60: Angel of Death Report

    General Summary

    Malos and Medella have been observing Riverview for the past two days and have discovered that something is afoot. Malos believes it to be a mass suicide pact which could release an enormous amount of energy. To stop this from happening he sends Medella back to Darkweld to get the party on board.   Medella apperates just as the parties initiate combat with Exhana, The Terror of Helften. A heavy battle ensues. Exhana uses some sort of nonmagical technique to make the party attack themselves. Twisting not their minds but their physical bodies to do her bidding. This unfamiliar method proves hard to overcome and many close calls are had. Krom is made to stab not only Aaliyah, but also almost kills Medella. Aaliyah and Zinata battle to blood and bone until Aaliyah manages to break through to Zinata. Zinata drops her weapon and joins the allied forces. But before the battle is finished Exhana makes Aaliyah shot her. She falls tot he ground. As the battle rages on Asamat Bagatov falls and so does Rohovarax. Now only Exhana stands and the party are hanging on to their last slivers of stamina. Medella who had fallen earlier, is awoken once more to the sound of a comforting familiar voice and with her last shred of spellpower kills Exhana. Exhana explodes in a surge of pure power and the battle is over.   Torcoll and Cordelia start collecting themselves and the nearby treasure. Cordelia finds a necklace and Torcoll find a leather bound book. They also find logbooks, 500 platinum, three potions and two ornimental daggers of fine make". Aaliyah and Zinata confront each other and Zinata has trouble remembering Aaliyah. She breaks down over her percieved treachery to her kin and god. Aaliyah tries to convince her of the lies she has been told, but the conversation proves uncertain results. Krom is having a mental breakdown after her confrontation with hurting those close to her again. The lycanthropic memories still lingering in her thoughts. Malos appears and does Malos things (this includes being less than empathetic to Krom, acting like Cordelias brother, being condesending, stealing 2 large containers of perfect blue meth, smiling in a morgue of over 1500 dead bodies and smugness). Torcoll decides to destroy Exhanas personal diaries and notations.   The party gather their thoughts and items, gives Kahyssa their plans of leaving Darkweld for a while and asks Malos to take Zinata with him. He interjects the idea. Aaliyah gets angry. Malos gets angrier and shows his darker side leaving the party silenced as they all teleport away.

    Rewards Granted

    1 dankass medallion   Logbooks <3   Three interesting potions!   Some cyanide pills   Friendly Bones!   Potential wife material!

    Character(s) interacted with

    Exhana, Asamat Bagatov, Rohovarax, Zinata, Malos Malferent
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    06 Nov 2023
    Primary Location

    Session 61: Heavens Gate Report

    General Summary

    The party apperates at the forest campside outside Riverview. Malos leaves. The party discuss what just happened. Aaliyah tries to comfort an uncomfortable Zinata. Cordelia takes the form of Asamat Bagatov and relives a lot of important memories regarding the mission. They realize that taking down that laboratory might have saved the world from impending doom. Aaliyah is missing her necklace. Krom is concerned. They then head to bed.   Medella who is taking watch is ambushed in the night by Zinata who is desperatley looking for her snuff bottle. Medella tries to calm the situation down, but Zinata remains manic. The rest of the party, Torcoll excluded, awakens ands try to help calm the situation, but the result is mixed. Aaliyah tries to convince her of her newfound freedom and truth. Zinata remains uncertain. They then go to bed once more.   At the suns first peek the party heads into town where they meet Benjamin, an elderly man currently working. He greets them and gives them direction to Mineros, the festival head chef. Cordelia approach Mineros asking about the food situation. After some back and forth Cordelia realize that the Bilberry wine is the most likely candidate for a mass suicide. The party then sabotage the wine by poking a hole in the large barrel. They then wait for Father Elijah and the 4 Elder to leave their house. Then they head inside and search for clues. They find a faded wedding ring and a black leatherbound book containing Abyssal script. Afterwards they head outside, Aaliyah and Krom go to check out the wine and the rest head to the church. Krom and Aaliyah see that the halfling elder Maximillian is talking to Mineros about the spilt wine and Maximillian head to tell Elijah about it. Aaliyah and Krom try to stop the halfling by choking him out. He manages to escape Kroms grip and manages to scream for help. Then they choke him to death. Mineros and Siffel arrive at teh location just in time to see Krom and Aaliyah carrying the halfling body. They scream for help. Krom and Aaliyah bolt. The odd 300 people, the rest of the party and Father Elijah hear the fracas coming from the town and rush to see what happened. Arriving they find Maximillian dead. Mineros gives a descritpion of Krom and Aaliyah. Father Elijah gives a short eulogy. Benjamin recognizes the description and gives a descritpion of the other 3 members seen with the suspects. Medella and Torcoll are caught by the mob and confronted by Elijah. They try to lie, but Medella is recognized by Elijah. Elijah then brings Torcoll and Medella to his house where he intend to interrogate them. The three remaining elders stay with Torcoll outside the house while Elijah and Medella are about to head inside. Cordelia dimention doors into the house. Medella tries to kill Elijah with an inflict wounds spell, but misses. Cordelia tries to suggest that Elijah lets them go, but he is not affected. Torcoll confuses the three elders. Elijah turns to Medella screams "Its them, kill them all" and releases a small burst of green energy towards Medella. Torcoll tries to counterspell it but fails. Medella instantly disintegrates and becomes nothing but dust as her medallion hits the flooring.

    Rewards Granted

    1 fadded wedding band   1 darkly clad leatherbound book   -1 Cleric

    Character(s) interacted with

    Benjamin, Mineros, Siffel, Maximillian, Fae, Brom Magifestrus, Primrose, Father Elijah, Malos, Zinata
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Medella Illmatari
    Human (Identified Caucasian Female)
    Cleric 5
    37 / 37 HP
    STR
    14
    DEX
    12
    CON
    14
    INT
    8
    WIS
    18
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    08 Nov 2023

    Session 62: Dust in the wind Report

    General Summary

    As Medella crumbles to dust Cordelia and Torcoll find themselves stuck between a rock and a hard place. After some nifty spell management and lucky breaks Cordelia manages to dimension door herself and an unconcious Torcoll to the edge of the woodlands. They meet up with Zinata at camp and wait for Krom and Aaliyah to return.   Once all party memebers, clerics excluded, are back at camp they discuss what just went down, their faults and their victories. They lost a friend, but managed to get Elijahs contract book. They still have The Ember Eye amulet with an unknown soul inside. Then they head south towards The Stone Shore, go to bed and wait for Malos to get them in the morning.   In the early morning hours Malos appears. Aaliyah is angry and Krom is Dishearted. Malos is snarky and angry at them both. He destroys the book of contracts but tells them that Elijah will start collecting more contracts. Its only a temporary set back. Malos takes Torcoll and gives him some Soul Juice which gives him some powerfull abilities, but also speeds up his mutation process. The party and Zinata discuss the finer points of morality. Malos comes back with a goofy looking 1/3 Dwarf, 1/3 Dragon and 1/3 Etherborn Torcoll. They then decide that they have unfinished business in Darkweld and Malos sends them back.

    Rewards Granted

    Emotional damage
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    14 Nov 2023
    Primary Location

    Session 63: Dirty Deeds Done Dirt Cheap Report

    General Summary

    The party are teleported to the murksted district in Darkweld. They ponder the idea of bringing Callexan/Zinata to the resistance. They decide to be careful, but that bringing her is the best option right now. When they enter the warehouse they are confronted by Kahyssa and the rest who demand that justice be served for the 34 dead resistance memebers. After some heated debate they decide that a new Dragonborn society must start somewhere, and a justice system is just as good a place as any. Tessimet is chosen to draft out some proceedings that will do so that Callexan/Zinata has a trial as soon as possible. the party also find out that Mayhessa is missing in action. Cordelia tries to reach her with a sending, but she gets no response.   The party then informs Kahyssa about what happened. Malos and the Soul Juice. Medella and the necklace. Exhana and her research. Kahyssa tells them that Exhanas soul cannot be let out of the necklace and that they should get a lead box to keep it in. The party agrees. Then Cordelia sends a message to Balbalar. He tells them that Aud has passed away while he was out trying to find a lead. He has heard rumor of a portent in town. Krom shares stories of her homelife and family. Aaliyah and Torcoll ponder about the Dragonborns place in a new world after the war. Torcoll gives the party a non convincing ECON101 crash course. They give some money to Kahyssa and then head out to Jack Burr owner of Jack: Of all trade.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 Nov 2023
    Primary Location

    Session 64: The New Draconic Republic vs Callexan Report

    General Summary

    The party arrives a Jack: Of All Trades. They ask for a lead box, but JAck deosnt know anything about lead. They look around his shop and find nothing of interest but a small wooden box with tiny carved feet and a brown faded journal. Then they head for Akram where they buy a lead box. Akram also helps them decipher the journal which belonged to a woman named K'ninna who served on the Flailing Ferry. There seems to have been a mutiny, but the jounral stops.   Then they head back to the headquarters where they give Kahyssa the box and they get some Rabbit stew from Tessimet. Callexan confides in Aaliyah about Tessimets talkative nature.   The party then sends a message to Erma who gives them some unhelpful directions to Dalen Brightstones house. When they arrive at the Cold Brew Tavern it is ribbed clean of all valuables. They notice a young man with red hair and sharp features that overlook them as they continue west of the tavern. To help them find the way they find a young blue tiefling woman with one broken horn (Halfstack), who shows them the way for 2 gold pieces. At Dalens house they meet with Erma who is less than pleased with their presence. they give her some money and she starts packing her things. Balbalar comes home and the party discuss how to help him. They tell balbalar he can stay with them in the resistance headquarters. So the party starts work on finding information about hags and follow leads about the Darkweld Portent.   A few days later Callexan has her trial. She pleads guilty to all charges laid at her and Tessimet sentences her to a future trial where her jailtime will be determined and to community service for the Platinum resistance until her trial can be held.

    Rewards Granted

    Small wooden box with feet   Lead box   Gnome Journal
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    29 Nov 2023
    Primary Location
    Related Plots

    Session 65: ITS BEN! Report

    General Summary

    During the next 10 days the party helps Balbalar look for the portent in the city by visiting taverns, talking to shopkeeps and listening in on coversations. Callexan is trying to settle into her new life as a member of the resistance. Tessimet helps where he can while trying to start the work on creating a new dragonborn nation.   Aaliyah spends most of her time withn Callexan. Callexan confides in Aaliyah about her dreams of the homeland and a little red book. Aaliyah remembers the book and asks Tessimet if he knows anything about it. Turns out him and his underground movement wrote it 30 years back. Tessimet also confides in Aaliyah that certain people might not be suitable for the new Dragonborn Republic.   Krom tries to contact her family by help of Cordelias sending, but sadly doesnt manage to portray her sisters well enough. She also spends time with Balbalar.   Torcoll practices his new spells and talks with Cordelia about religion and belief. Cordelia gives him a small brooch.   Cordelia asks Aaliyah to take a walk with her so they can have some one on one time. Aaliyah agrees and they wander the desselate parts of the eastward docks. They talk about Callexan and Aaliyahs feelings, but before the conversation can get too deep. Cordelia stabs Aaliyah in the back. The shock gives Cordelia another oppertunity as she stabs Aaliyah again. Aaliyah then, in a rush of adrenaline, starts bolting for the resistance. A chase ensues as Cordelia shoots at Aaliyah, but Aaliyah barely manages to get away. She runs back and realizes that there has been an assassination attempt at Callexan, by Temmuth as well. Kahyssa beleives that both Cordelia and Temmuth are not actually Cordelia and Temmuth. And they start to discuss ideas. Once the other party members return, Cordeliaincluded, a tense moment of strip searches occur. They believe that they are safe as of now, but their movements are being trakced and they need to find a new place to stay. Cordelia and Aaliyah has a tense standoff, but Cordelia manages to soothe Aaliyahs fears.   Callexan tells Aaliyah that she is sorry if she is the cause of these attacks.

    Rewards Granted

    6d10 poison damage   a set of false vampire teeth
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    10 Jan 2024
    Primary Location
    Related Plots

    Session 66: Keyser Söze Report

    General Summary

    The party excluding Aaliyah talk with Kahyssa about what to do going forward. Kahyssa needs a new place to house her resistance. Torcoll mentions The Razor and Kahyssa seems interested in striking a deal. Cordelia tries to contact Occam, but none answer. She then tries to contact Derren, but none answer. The party is offsett by this and start theorizing what may have happened. After examining the corpse of Temmuth and the dagger they start suspecting The Cardinals.   Balbalar tells Krom who later tells the party about a rumour floating around town. Apparently a local arena fighter named Karvas is believed to have been helped by foretelliong abilities to win his latest fight. The party agrees to help balbalar with this after helping relocate the resistance.   The party head to The Razor. It is seemingly abandoned and only small artefact remain to suggest something nefarious happened. The party find no one, not even Ettercaps. They manage to break into Occams office where they find a magical slab that activates a minor illusion and a stone that activates....

    Rewards Granted

    Lots of questions.   Even more questions   No answers, just questions   Oh and a lead regarding the portent
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    16 Jan 2024
    Primary Location

    Session 67: Unholy Matri-money Report

    General Summary

    The party opens up a hidden passage way inside the razor. After some deliberating Cordelia and Torcoll explore the tunnel. Inside they find a bracelet and some cloth belonging to Penelope. After 5-6 minutes of crawling they end up in a downtrodden house in the eastern slum district of Darkweld. Then they head back and contact Penelope who tells them that she is on a ship away from Darkweld, that they were attacked by cardinals and dragonborns and that she was the only one who got away. With that information they decide that The Razor is a good enough temporary hideout for the resistance and head back to the headquarters. Cordelia and Krom keeps a lookout for anything spooky as tehy walk back. When they enter the warehouse where the resistance is located Cordelia notices something in the dark. Formations in the shadows, smiles everywhere. The party panics and heads back outside and sends a message to Kahyssa that they need to evacuate.   Kahyssa and the resistance comes out with all their belongings in hand. Krom fetches Auds decomposing body, Cordelia pukes from the smell and the party splits into two groups. Then they head for the Razor through two different routes. Aaliyah and Cordelias group are observed by two people in the market district which might be a problem later. Krom and Torcolls group almost get lost and are almost caught by some scary looking dark mist.   However both groups manage to get back to the Razor where they settle down. Krom smells like death. Cordelia pukes. Kahyssa needs help from Cordelia. Tessimet is going to be sent into the Orcish Empire for protection. And of yeah, the party has taken Jennifer Hols boomstick.

    Rewards Granted

    Maggots and Bloatflies   Boomstick
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    24 Jan 2024
    Primary Location

    Session 68: Maggots and Bloatflies Report

    General Summary

    Kahyssa asks Cordelia to help spread misinformation. Cordelia accepts. Kahyssa and Aaliyah talk about Tessimet and potential fixes. Torcoll and Tessimet talk about Alcohol based stews and sauces. Balbalar comforts Krom and they take Auds body outside. They do this disguised as orcs. Torcoll meets up with the now disguised Krom and undusguised Balbalar which leads to a comical interaction where Balbalar and Krom mess with Torcoll. Aaliyah spies on Krom, still disguised as balbalars orc lover Abroomus. The jig is up, everyone figures it out and everyone, excluding Torcoll, live, laugh, loves themselves into the tavern where they discuss their next steps.

    Rewards Granted

    New oversized clothes   Newly discovered homophobia and racism
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    30 Jan 2024
    Primary Location

    Session 69: There is no war in Ba Sing Se Report

    General Summary

    Cordelia sets her eyes on the Salty Sailor tavern where she talks with a dockworker dwarven woman and her drunken husband Skylar. Cordelia starts talking about the group of dragonborn and how the information might be worth a lot of gold. The woman runs out fo the tavern to tell the guards but never return. Cordelia leaves the table and sits beside an orcish fella who is willing to spread misinformation for money. However, as Cordelia is talking to him a couple of guards enter the tavern and ask Cordelia to join them outside. Cordelia, reluctant to do as they say try to run away and with a well timed dimension door manages to escape teh situation. Now in an alleyway she waves a halfling woman over. She asks her to spread misinformation for money and the woman agrees. After some talking it is revealed that the women is a memeber of the Bones Marrow. Cordelia and the woman flirt some. Then Cordelia loiters around the market listening in on people, nothing is gained. On her way home she encounters a shadow which try to stab her, but she teleports away... because of course she does... Dimension door...

    Character(s) interacted with

    Skylar   Female Dwarven dockworker   Female Halfling Bones Marrow Member
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    06 Feb 2024
    Primary Location
    Related Characters

    Session 7: Echo of the Dreaming Eye

    General Summary

    Naved keeps watch while Triandra goes back into dreamland. This time she is back at her parents house, there are two chairs sat on opposite sides of teh room where her Inland Empire awaits her. It sits in a chair doing the crosswords and a calender on the wall tells Triandra that its thursday. It confronts Triandra about her own fears and lies regarding why her wife left her and in the end Triandra manages to admit to herself that she fears that she is as boring as her wife said she was. Her Inland Empire falls into her and they become one. Triandra awakes and tells the otheres. Then they all head to bed. On Triandras watch she talks with her inner voice about what just happens. There is a bit of beef between Triandra and Alkaline as Alkaline is sour about being woken up for watch.   Either way they all wake up the next day. Most head downstairs except for Trindra who is fast asleep. Naved, Florian and Teel start on breakfast as Alkaline wakes up Triandra who tells her about what happneed with her dreams. Alkaline also apoligises. Downstairs Naved is confronted about their patron and their earlier vocation. Teel is seemingly not happy to learn that Naved worked for the Aurum Watch. Florian yaps about patron distrust or something again. When Alkaline comes back down the group is confronted by a Dwarf named Remuz who is a shift manager at the Coked Coal Refinery. A conversation is had about Teel being used as a scapegoat, Teel deserving to get fired due to his former involvement with union busting and the Blacklung Pact working to expose Harker Blacklung for crimes against his workers. They cite the bad conditions and accidents as being related to using unrefined coal and oil as fuel which leads to problems over time and thereafter accidents such as explosions. Remuz also says that a friend of his, Dampfitzl died 15 years ago in one of these explosions. He invites them all to a union meeting on friday.   The party give Teel a sideeye learning of his union busting days, but decide to leave it for now and head to Lumerics to get the insignia. At Lumerics they are confronted by a frantic Lumeric who says that the insignia has seemingly been used a lot due to scratches on it, so maybe it functions as a key. He also mentions that there are etchings on it that can only be seen in the ethereal plane. Either way he wants it out of his life. The party is hesitant, but before any agreement can be reached Lumerics open the lead box it is currently in and says that they need to take it. Triandra is angry and the party partially confused, but in the end Florian takes it and Lumeric tells them to leave. Then they head to Florians house.

    Character(s) interacted with

    Remuz, Lumeric, Ruby, Dampfitzl
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    23 Apr 2025
    Primary Location
    Related Plots

    Session 7: Lycanthrope and Dillweed

    General Summary

    After the intense battle but mere hours ago, the party rests up before continuing to travel towards Dwalinstad. Their new companion Dillweed slowly becoming more accepted amongst the party. Maybe its pity, maybe its an actual discovered fondness, however the case Dillweed is now the new Mr. Purrs. Amongst their travels and during the night the party can hear wolfs howls in the distance. In the evening they realize a storm is rapidly approaching. They set up camp, but quickly realize the heavy rainfall, pure darkness and thunder makes it almost impossible to see or hear anything. They decide to skip any guard duty during the night and darkness took them all. Awakening suddenly all three memebers of the party are being strangeled by three humanoid creatures, after a near fatal fight and a few bites they managed to fend off the attackers. The morning after however they finally realized the severity of teh bites they had recieved as Krom and Aaliyah both started to slowly and painfully transform into something unnatural. Were-creatures.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    10 Feb 2022

    Session 70: Presents Report

    General Summary

    Cordelia apparates within the tavern of The Razor. She updates Kahyssa and the party on how it went. Callexan and Aaliyah share a bunk bed and talk together. Aaliyah brings up the possibility about Callexan escorting Tessimet. They share some communist sympathies. Torcoll has a dream about getting a present from Braalin the Bard.   In the morning they contact Garnielle who sets them up with his contact Gerillda in the Orcish Empire. Kahyssa, Tessimet and Aaliyah talk about the plan moving forward. Tessimet is sad about having to leave his friends, but Aaliyah manages to convince Kahyssa about letting Callexan escort him. The party says goodbye to a sobbing Tessimet. Torcoll and Eldil give him a Dagger and a necklace. Aaliyah says goodbye to Callexan and they give each other a kiss on the cheeks. Then Tessimet and Callexan leave.   Balbalar tell Krom he is proud of her and that he would like the party to go out after Karvas without him as he is very tired. The party then heads out for the Teethering Bull. On their way they encounter a young man named Imma Justice Lamerta who works for a postage company. He has a present for Torcoll. The party questions the young man who stammers out some answers which only give the party mroe questions. They are left with a box. They open it.

    Rewards Granted

    A present for Torcoll  
  • one ex girlfriend
  • one fine cook
  • Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    15 Feb 2024
    Primary Location

    Session 71: Seven Report

    General Summary

    The party opens the box where they find a nicely carved black steel ring. Cordelia tries to identify the obviously dwarven made ring, but it carries no magical properties as far as she can discern. Inside the ring are two names, Torfell and Neares. They stow the ring inside Kroms bag of holding. They fuck around with the cardboard box and they realize it cant be cut into and it seems to be water resistant. They stow the box in a crate and leave for the Teethering Bull. Inside they are met with a dual to the death as a goliath woman named Ylga decapitates the opposing galdiator. A very engaged bartender of seeming Aasimar heritage screams in happiness as the gladiator loses his head. Krom asks around for Karvas and they finally find him sitting alone upstairs. His reputation is tarnished and he has been labeled a cheater. He wants to regain his honor among the other fighters and the party start scheming a plan to help him. In the end they spend such a long time going back and forth that he just tells them where the portent is and they leave. Then they spend the remaining session figuring out a way over the river tot he north side of Darkweld. Cordelia contact her future girlfriend who gives them a name, a time and a place where they can find passage.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    20 Feb 2024

    Session 72: Down by the River Report

    General Summary

    The party enter the Teethering Bull. Torcoll gets some pre cooled ale and the aprty has an arm wrestling tournament. Torcoll wins. The party then head down, down, down to the river and find the correct ship warehouse. They talk to a Dwarven quartermaster who points them into the warehouse where they talk to Nicole the brown haired halfling. She takes 250 gold in payment and with some impressive maneuvering manages to get the party to the other side. They dock at the starlight docks where they peruse the local markets. They meet Piddle the ex Goblin butler of a local Kindemann. He is selling stolen goods. Cordelia buys a crystal doorknob and a key. Then they head to Kornwalls house. They meet with him, tell him about their situation, some tension is eased and they are let in. Kornwall tells them that to divine such a powerful creature would be risky, but that he would be willing to do it. They agree to divine the Elder Krone and take them down.

    Rewards Granted

    Crystal Doorknob   Fancy Key   Overinflated sense of strength

    Character(s) interacted with

    Kornwall Nicole Piddle
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    08 Mar 2024
    Primary Location

    Session 74: Frontal Lobe Trauma Report

    General Summary

    The party, still rustled and confused after the seance start laying a plan for what to do with Kornwall and the Hag. They decide that it's okay to rob disabled people and steals a magic wand of healing. They also contact Balbalar and tell him they are going to the willowwood forest to kill the hag. Afterwards they go to sleep. The next day they talk to Ista, a human female arena fighter who tells them about a doctor called Eck Abrosia Quap in the Elcaster Market. They head over the bridge where a drown guard gives Aaliyah the nazi salute. They ask an older gentleman named Richard von Basil for directions. Richard also tells them about his love for capitalism and free market economics. Arriving at a oblong one story house called Skull and Bones they find Eck, who has added Lemon to his name (Eck Abrosia Lemon Quap). They discuss what to do with Kornwall, who is apparently suffering from a rare disease called Cabals disease, which seemingly only affect divinations wizards. Eck reccomends euthanasia, but the party don't wanna give up on the old gnome just yet. So they pay him 20 gold to keep him alive for the next 20 days. Afterwards they head to Jarl Baltrovs.

    Rewards Granted

    Wand of Healing   The first gnome to potentially be part of Canadas MAID program

    Character(s) interacted with

    Eck Abrosia Lemon Quap   Ista   Richard von Basil
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    31 Mar 2024
    Primary Location

    Session 75: Anything can happen in the woods Report

    General Summary

    Shopping Session. The party buys stuff. Jarl Baltrov is kinda cool or something. Then they head out of Darkweld.

    Rewards Granted

    Drifglobe, Potion of vitality, Cap of waterbreathing, something else whatever...
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    09 Apr 2024
    Primary Location

    Session 76: Glemsels Opphav Report

    General Summary

    The party stand on the precipice of the willowwood forest and send a message to Tessimet whilet hey set up camp. He is alive and well. For the first time in forever, the parties night is filled with the calming sound of wind brushing against the thousand leaves of the forest. And some Owls getting freaky. The next day the party heads into the forest. Krom leads the way and manages to progress rather quickly through the thick foilage. Cordelia finds some interesting grey berries. Krom recognizes them as Ashen Berries. A very toxic berry that usually grows in soil affected by volcanic activity. Torcoll notices that the air is getting electric with magical essence. Further into the forest the once green coloring and dry dirt starts fading into grey leaves and wet soil. The party sets up camp. During the night Torcoll hears a horrifying beastial call in the distance. He decides to not alert the party. During Kroms watch Krom hears the same and decides to awaken Aaliyah. During their discussion they hear another beast call in another direction and decide to awaken Torcoll and Cordelia. Its time to get the fuck out of here. They leave their tents behind taking only essentials. The bestial calls become louder and the party runs through the deep dark forest. Torcoll has some major trouble with the thick foilage and even with Kroms impressive navigation in the void black darkness. They arrive at a point where they stop to catch their breaths. With no plan in mind, they can hear the creatures coming their way. They try to hide in the trees, but as the beasts come into view, Torcoll moves slightly.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    10 Apr 2024

    Session 77: Wendigo Report

    General Summary

    Torcoll summons some dancing light around the creature, but just as quick as they apparate, they dissapear as Torcoll is grabbed by the creature and loses concentration. Cordelia also gets grabbed. The roots hoplding up the mulch of the creature then starts dragging them into its body, constricting and restraining them. Aaliyah and Krom fall out of the tree they were hiding in and start blasting the creature with what they got. Aaliyah manages to blast the creature with her fire. Krom gets grabbed and Aaliyah stands alone, and with a blast to the chest in pure darkness, the creature falls. They dig around in the mulch and find a humanoid with little to no features, naked, pale and long dead, but perserved by the mulch. They leave it behind and start heading back to camp. It is destroyed, but they take the remaining scraps with them. They then walk for a short while and find a spot to rest up. During Torcolls watch a red cap wanders by calling Torcoll a "feckshite". Nothing comes of it. Aaliyah dreams of the dead body which thanks her for freeing him.   At mornings obscured light they awaken and have some breakfast. During their breakfast the Redcap passes by again this time pulling the corpse of the dead person from the mulch. They interogate him, but no much comes from it. They decide they cant let him leave with the body, but also dont want to kill him. So they decide to let him have a piece of the body and follow him to the hag.

    Rewards Granted

    1 angry boi

    Character(s) interacted with

    1 angry boi
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    20 Apr 2024

    Session 78: The forest of a thousand corpses Report

    General Summary

    The party trudges through the willowwood forest with an angry redcap on a makeshift leash. Avoiding peat bogs and brushes as the little angry creature curses at them. As they continue through the forest Cordelia notices a bunch of arms sticking up from the ground. As she notifies the others a small crow lands on a branch above them and says "its time" and zombies start diggin themselves out of the ground. A fight is had as the party kills zombie after zombie while wrestling the redcap trying to continue his janitorial duties. The fight ends with Aaliyah shooting the redcaps head off. Then they continue until they reach a large river. They decide to cut down a willow to make a bridge which almost ends in disaster, but torcoll manages to just about save the attempt. The roots around the tree starts moving and so does the other trees around so the party sprints across the tree to the other side. Torcoll however stumbles and slips into the freezing, rushing water below. Cordelia instinctivley grabs Aaliyahs cap of waterbreathing and jumps into the river after Torcoll. With cordelia swimming downstream and torcoll trying to swim against they manage to connect and Cordelia dimension doors them both out.   afterwards they walk for a bit until they reach a willow with lots of bodies dangling from it. A skeleton speaks to them revealing that the trees snatch people up and hangs them. They laugh for a bit and nicknames him Ricken. Analysing the passage they got from Kornwall they believe themselves to be close to the hag and decide to walk back a bit to get some rest away from the hanging tree.

    Rewards Granted

  • 1 Angry Boi
  • + 1 Friendly Bone Man

    Character(s) interacted with

    Ricken the Hanged   1 Angry Boi
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    23 Apr 2024

    Session 79: Beneath the Hanging Tree Report

    General Summary

    Ther party takes watch and during Kroms 2 hours a small gnome with a red pointy hat wanders into camp. ITS VEN!? Yes, but also no. It kinda Ven, but not really. Dillweed would be very confused. Krom wakes the rest and they talk for a bit to figure out what he is doing here. He gives them some nuggets of information, but there seems to be a lot of fog covering his thoughts. Ven is looking for the same body as the red cap was earlier. As the chat a small spherical flying automaton comes out of the dark and starts tinkering with Ven. Ven doesnt seem to mind, and then he dies, before he comes back and has gotten a lot of his memories back and seems to no longer be under the hags influence. Ven joins the party for the forseeable future. They then go to bed. In the morning they start heading towards the hags whereabouts.   Within their first two hours of travel the swamp turns into a pure peat bog and traversing it becomes harder and harder. Cordelia notices two bulging eyes protruding the bog where Torcoll is about to step. She lunges forward and pushes him out of the way as 4 large muscle frogs appear from the watery bog. A wrestle is had as the party now with Vens help dimsantle the frogs. they then eat som Pemmican
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    13 Jun 2024

    Session 8: Nothing to lose but your chains

    General Summary

    Alkaline and Florina try to figure out if they see the etchings on the insignia using their innate ethereal abilities, however it is harder to do than first thought. Teel gives the party some free questions about his past as a union buster and the party ask away. Then they head toward the White Lotus temple. On their way there Triandra notices they are being followed by a Blue Tiefling. They lure the tiefling into an alleyway and confront them. Triandra uses her ability to discern that the tiefling mean them no harm. The tiefling reveal themselves as Silma, an informant and fence for a man named Tony Canoli who runs a crime family in the Sootworks. They are interested in working with the party regarding the insignia and pneumatic essence. Alkaline offers one of her Talking Machines to Silma who agrees to take it back to the consigliere who will then give it to Tony.   Afterwards the party head over to Elaris Nightvale and ask for a dream seanse. Alkaline, Triandra and Teel go to sleep. Triandra finds herself in a china shop being run by a darkly clad person similar to those assassins from earlier. Zombified people with black plaque are banging at the door. Triandra drags Alkaline into her dream and they barricade themselves in a back room where a gnome named Nimbok is taking a shit. Teel dreams and wakes up in a large king sized bed beside none other than an older Harker Blacklung who tells Teel that they had a good time together yesterday. Teel freaks out and tries to leave, but a corpulent man with a refinery lever for a penis blocks the door. Tridnra prays to Lady Medella before giving up and walking out into the horde. The horde does not hurt Triandra and Alkaline as they head outside where a white lotus flower appeares. Triandra takes it and is transported into the void where Medella tells her....

    Character(s) interacted with

    Nimbok, Elaris Nightvale, Silma
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    30 Apr 2025
    Primary Location
    Related Plots

    Session 8: What a twist Report

    General Summary

    As the sun arose once more and the rain poured down upon the party, Aaliyah and Krom both transformed into monsters and Ven and Dillweed trying to flee, the gravity of the situation fell upon them. Their mentality twisted and broken with bestial urges and primal instincts, leading to clouded judgement and undesirable outcomes. After managing to hunt down Ven and Dillweed intimidating them to stay as their pack they continued forward with their mission to reach Dwalinstad in time to save Hideskeld. Along the rainy road the tension in the party arises by every minute. Krom's inner anger showing several times in moments of pure hate and anger throughout the day. On the dawn of the second day they end up transforming back into their humanoid selves, but their mentality is still bruised and bent. As they travel further they come across a caravan of immigrants fleeing the coast of Reunuian due to the rumbling rumours of war. Ven sensing a dire situation ahead managed to talk his way into approaching the caravan alone. After talking for a while the caravan decides to head for Dwalinstad to look for shelter and more mercenaries. Ven returning to the group triggers Kroms blood hungry soul making her loose control, giving way to her darknessm letting it transform her once again. This time going full wolf she starts running towards teh caravan. Ven in an act of desperation uses his magic to stop Krom turning the next minute into a tense show of inner strength as Krom fights against her inner urges, and in the end, finally manages to stop herself.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    02 Mar 2022

    Session 80: Art of the Deal Report

    General Summary

    The party finishes eating pemmican and continues on their way. After a couple of hours in the bog, the stumble across some primitive clay foundations, almost hidden between the brushes. Remnants of an old civilization maybe? Torcoll spergs out about rock. Afterwards they walk for a bit and then settle. Krom and Cordelia hug some trees. Krom tries to speak with the trees. The trees aint havin none of it. Then they sleep. During Kroms watch they hear wendigo sounds. After some tense minutes of preperation they figure it has left the area. The next say they are approached by an elegantly clad golden skinned Elf. His name is Richard. He talks with the party informing them that his mistress wnats to converse with them. After a fair bit of time, they agree to converse. Then, they converse. In the end, they agree to meet with the hag.

    Character(s) interacted with

    Richard   Ansarus Idel
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    10 Jul 2024

    Session 81: The Elder Krone Report

    General Summary

    The party follows Richard further into the bog. They ask him questions about himself and his Eladrin nature. He leads tehm to a giant wicked tree with 4 dead bodies dangling from branch like nooses. From a giant door in the tree emerges a seemingly young brown-red haired woman with a slender face and a nice lilac dress. Its Ansarus Idel. She invites them in for tea. The party is sceptical but decides to enter her hut nonetheless. They chat for a bit, get a rundown in soul economy and creation myth. Torcoll and Aaliyah is very much interested in floating ideas of a deal. Krom also join in on the coming speculative discussion whilst Cordelia stands her ground as a hard no, even despite the posibility of large riches. The current package deal is. Krom, Aaliyah and Torcolls soul caveated to go to ''good afterlives'' will pay for Torcoll and Aaliyahs memories, Auds ressurection, powers to beat Gamdring and Balbalars soul going to a ''good afterlife''. The party deosnt agree yet, but keeps their possibility open.

    Character(s) interacted with

    Ansarus Idel   Richard
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    02 Aug 2024

    Session 82: Xerox of a Xerox Report

    General Summary

    The party walks the long way to Darkweld through the Willowwoods. They discuss the Hags deal. Torcoll does a 180 followed by another 180. They say goodbye to Ricken the Hanged. Then they say goodbye to Ven the Gnome. Krom dreams about her life back in the Village with Aud. Then they talk with Tessimet who reveals they are north of the elfenbone spine. They message Zinata about getting her memories back, she is reluctant. They call the Hag over and refine the deal. Then they accept. Afterwards they dodge a bridge by polymorphing Cordelia into a giant eagle. In Darkweld they message Kahyssa. None answer. Then they message Balbalar. None answer. They rush towards the Razor where they find Auds body. But before they can do anything else they are confronted by a known figure. Aaliyahs clone.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    06 Aug 2024

    Session 83: Mrs. Kill My Self Report

    General Summary

    The party battles a juiced up Aaliyah clone. The battle quickly turns sour and Torcoll and Cordelia fall. Krom and Aaliyah manages to escape to a nearby tavern with their bodies where they hold up for a bit until they hatch up a plan to steal revival potions from Herman Withers. Sadly as they turn up to rob Withers he reveals that the last revival potion was bought by Seren Dipitous. Krom steals some health potions. Then they leave to Serens. Krom goes to get Aud and Aaliyah regains her memory. Aud is revived and has a hard time realizing what is going on. Krom tries to calm her down. They meet up at Serens shop where they decide to go back fro Cordelia and Torcolls bodies. Back at the Lucky Lake Rat they realize the tavern is empty and the bartender is dead.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    12 Aug 2024

    Session 84: Two to Tango Report

    General Summary

    After Aaliyah and Krom back out of the Lucky Lake Rat Tavern, Krom notices that they are being observed by a red dragonborn from an alley. Its Temmuth. She uses her newly acquired shadow step ability to catch him off guard and grapple him. Temmuth tells them that 3 days ago, the hideout were attacked by Aaliyahs clone and some dragonborn goons. Temmuth managed to escape and has tracked and followed the clone to a ship at the mezzozen docks named The Sea Serpent. With knowledge of the resistance, Balbalar and the rest of the parties potential fate they hatch a plan to hire mercenaries and break them out. Krom says goodbye to Aud who starts her travel towards their village near Black Steel Hills. Then they set off to The Teethering Bull where they meet a known face. Karvas the orcish fighter who after some convincing is willing to join in the plan. The party then set their eyes on an acquantance of Karvas.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    22 Aug 2024
    Primary Location

    Session 85: Suicide Squad Report

    General Summary

    Krom and Aaliyah along with newly bought and paid for Karvas take a trip to Ignatz the Crow Maulers smithy, the Crow Smith. Despite the enigmatic character they buy his mercenary services and scout out the Sea Serpent. Aaliyah and Temmuth have a verbal bout. Then they sleep.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    02 Sep 2024

    Session 86: Das Boot Report

    General Summary

    The newly formed party awakes and has breakfast pemmican. They head out and splits up. Karvas and Ignatz stand on the docks overlooking the Sea Serpent as Krom, Aaliyah and Temmuth get ready for climbing. Krom starts climbing but after almost getting to the top, her hold releases and she starts to plummet, but just in the nick of time she grabs onto the ledge of the window. As Krom manages to get up to the top and gets a view of the ships surface she realizes there are two dragonborns on deck. She sneaks aboard and puts the gangplank onto the dock. Ignatz releases a silence spells and the gang jumps aboard to the dragonborns suprise. They tussle for a bit until they are victorious.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    02 Sep 2024
    Primary Location
    Related Characters

    Session 87: Das Boot part 2 Report

    General Summary

    The party kicks down the door to the captains quarters and finds nothing of interest. They then open the loading hatch where they initiate contact with Shakar and his men. Shakar leads his men well and the party quickly get wounded and Temmuth falls. Shakar command one of his troops to go down and start killing prisoners. Krom, Karvas, Aaliyah and Ignatz manage to fend the goons off and kill Shakar. Ignats heal Temmuth and they rush downwards and try to find the way to the cells. They manage to get down and kill the last dragonborn, but not before he has managed to kill some of the prisoners.

    Character(s) interacted with

    General Shakar
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    17 Sep 2024
    Primary Location
    Related Characters

    Session 88: Blood in the Gutter Report

    General Summary

    The party take toll of the situation within the Sea Serpent. They count their dead, grib the ship for valuables, disperses the goods, and makes plans for the future. Eldil, Alhem and Mayhessa are sent to their watery grave. Kahyssa and the crew set sail for Loudwater. A heartfelt goobye is had between Krom and Balbalar. Balbalar starts the long trek for Aud and home. Ignatz and Karvas are dismissed, but not before they get a chance to duke it out for reward (mostly money). The party set their eyes on the faraway Dwalinstad where their archnemesis Gamdring Firebrod rests.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    14 Oct 2024

    Session 89: Qapla' Report

    General Summary

    The party, now north of Darkweld start the long trek towards Dwalinstad. They send some sendings to Aud, Tessimet and Garnielle. They tell Aud that her father is on his way. They ask Tessimet to meet up with them in Argh Undt Argh. And they tell Garnielle that they have found more pneumatic essence and ask for any help. Aud thanks them for the information. Tessimets would love to meet up. Garnielle informs the party that Malos combusted. The party... wait what? YES. Malos went splat all over his laboratory and is now ceased, dead, no more, gone to meet his maker. Whoops. Be careful, dont eat the blue stuff.   anyways, the party then stops for the day and settle a camp. In the darkness of night Aaliyah is startled by something from underneath. A giant metal land shark and a duregar rider appear. A battle ensues as the landshark and the duregar try to kill Krom. The party manages to kill the rider and the land shark dissapears beneath the earth once more.

    Rewards Granted

    Important knowledge of Malos' death

    Character(s) interacted with

    No Malos
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    15 Oct 2024

    Session 9: Dwalinstad... Hopefully Report

    General Summary

    Tension has grown within the party, there is a cosntant struggle between Ven and Krom, with Ven trying his best to keep Krom from doing something she'll regret later. Her bestial urges clouds her judgement, and the only thing on her mind is blood. Whilst walking towards Dwalinstad Aaliyah senses something, a shooting pain within her head. A blaring static noise intersperesed with some intalligble mumbling, only word coming through being "Platinum". She falls to the ground grasping her head as the pain continues to surge through her mind. Then it just ends. The party shook by the incident takes keep an ever watchful eye on their dragonborn compatriot. As night falls and the party sets up camp, they come across an old Copperstadian Dwarf named Galadras. He tells them that Dwalinstad is closed to outsiders and wont let anyone in due to the brewing war. Krom becoming visibly more irate and bloodhungry manages to tip off the dwarf that there is something more nefarious at drift and so he tries to leave, only to realize, there is no leaving when Kroms awake. They come to an agreement that Galadras is to take first watch, wherein he tries to sneak away. Krom catches him picking up hiw wares and he waves it off as just looking for his booze. Ven interveenes the soon to be bloodbath and manages to talk Krom around to another agreement, wherein Galadras takes last watch and sleeps in the tent with Ven. Krom agrees. Ven then promply teleports Galadras out of the camp. After a while Krom still awake, teeth sweeling with saliva, notices that the smell of dwarf suddenly becomes lessened. In a terrifying rage she has some quick words for Ven and Dillweed and then sets off to find the dwarf. However due to the nature of the spell the Dwarf is hard to track. Krom distraught with the outcomes goes hunting for anything else to soothe her overtaking lust. After but a few minutes she finds a pack of Fallow Dear, a mother and her three children. Feasting insues. Bloodstained and satisfied Krom returns. During the night Aaliyah once again falls victim to the static noise and becomes incapacitated with pain making her muscles tense to the point of bursting bloodvessels. The party awakes once more and then makes their way to Dwalinstad.   When they arrive at Dwalinstad they once again meet the caravan whom has been denied access to the city. Talking Marull the guard reveals that he has family in Hideskeld and therefor manages to convince the other guards to let the party into the city to be taken before the king with their request for help. Dwalin the King seems to drift off at times and is seldom fully there. His speech and memory is shakey at best. The three councilers standing by his side however are the ones doing most of the talking and decision making. Aaliyahs head starts to hurt whilst within the throneroom, and the councilors are eyeing her with intent and intensity. The King refuses to take the parties side and waves away their pleas. Aaliyah falls to her knees and begs the king to let her serve to bring peace upon what she has done in the past. The King however is lost within his own mind and the councilors once again take the word and tells them that they are free to puruse the all that Dwalinstad has to offer and bids them farewell. On their way out Marull slips a note into Vens hand before leaving them withing the halls of Moradin.

    Character(s) interacted with

    Marull Barlion (Dwarf guard that helped them gain access to Dwalinstad and escorted the party to the king. Later gave Ven a piece of parchment) Galadras (Dwarf traveler met in the night whilst the party was on their way to Dwalinstad) Dwalin (King of Dwalinstad. A sad sight to behold, seemingly dementia riddled and mostly talking gibberish.) The three councilors (Three finely clad nobledwarves that stands besides the king helping him make decisions.)
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Vén Gearsworth
    Lawful Neutral Custom Lineage (Gnome Appearance) (Gnomish Traveler)
    Clockwork Soul Sorcerer 5
    Hexblade Warlock 1
    21 / 32 HP
    STR
    8
    DEX
    14
    CON
    14
    INT
    10
    WIS
    12
    CHA
    18
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    09 Mar 2022
    Primary Location

    Session 9: Part of the Family

    General Summary

    Teel awakes from his Harker Blacklung sex dream and is visily upset. He swears off ever dreaming again :( Medella tells Triandra that this timeline is ending and she is its grim reaper, however Medella starts to laugh as her visage fades and it is revealed that it was a trick by Trindras Machiavellianism. The lying part of her. She tries to convince it to join her again, but does not manage to do so. Triandra and Alkaline then awake. They talk about what happened while Elaris is in the room and this freaks Elaris out. Naved gets a phone call from Tony Canoli and Alkaline agrees to come to the Vault of Goldgrave in teh Lowlight district to meet with Tony. They leave a shocked Elaris and head for the Canoli crew. They arrive in the lowlight to a nice bar and gambling establishment where they talk with Tony who tells them about their previous encounter with the darkly clad agents. Apparantly Ton and his crew raided the soulforge 16 years ago and got away with items and books which they sold. 1 year later the people they had sold stuff to either dissapeared, got robbed or ended up dead. Tony and the crew was then raided where they lost the remainder of items and Tony lost his cousin. Tony wants to work with the party to infiltrate the Soulforge once again, steal some stuff, break some stuff and get revenge. He also smooth talks Alkaline to work for the family. The party accepts the cooperation. Tony will get a potion of ehterealness so that they can investigate the insignia, he will get the floorplans and he will help Teel with finding info about Blackvein Holdings. The party then head out and tell Alkaline she might have made a mistake. She disagrees. They then head past Lumerics place where Triandra and Teel realize Lumerics door is slightly ajar. They investigate and realize Lumeric is gone with the wind and that the same magic nullification effect was present.
    Campaign
    Cold Fluorescent Lights
    Protagonists
    Teel The Knuckledragger
    Navëd Khadëm
    Florian Kettledrop
    Alkaline
    Triandra Kálfdor
    Report Date
    04 Dec 2025

    Session 9: Part of the Family

    General Summary

    Teel awakes from his Harker Blacklung sex dream and is visily upset. He swears off ever dreaming again :( Medella tells Triandra that this timeline is ending and she is its grim reaper, however Medella starts to laugh as her visage fades and it is revealed that it was a trick by Trindras Machiavellianism. The lying part of her. She tries to convince it to join her again, but does not manage to do so. Triandra and Alkaline then awake. They talk about what happened while Elaris is in the room and this freaks Elaris out. Naved gets a phone call from Tony Canoli and Alkaline agrees to come to the Vault of Goldgrave in teh Lowlight district to meet with Tony. They leave a shocked Elaris and head for the Canoli crew.   They arrive in the lowlight to a nice bar and gambling establishment where they talk with Tony who tells them about their previous encounter with the darkly clad agents. Apparantly Ton and his crew raided the soulforge 16 years ago and got away with items and books which they sold. 1 year later the people they had sold stuff to either dissapeared, got robbed or ended up dead. Tony and the crew was then raided where they lost the remainder of items and Tony lost his cousin. Tony wants to work with the party to infiltrate the Soulforge once again, steal some stuff, break some stuff and get revenge. He also smooth talks Alkaline to work for the family. The party accepts the cooperation. Tony will get a potion of ehterealness so that they can investigate the insignia, he will get the floorplans and he will help Teel with finding info about Blackvein Holdings.   The party then head out and tell Alkaline she might have made a mistake. She disagrees. They then head past Lumerics place where Triandra and Teel realize Lumerics door is slightly ajar. They investigate and realize Lumeric is gone with the wind and that the same magic nullification effect was present.

    Session 90: The House Always Wins Report

    General Summary

    The party sends some more sendings. One to Balbalar confirming he met up with Aud. One to Tessimet confirming the orcs treated him and Callexan well. One to Callexan confirming she dislikes Tessimets talkative nature. Lastly, one to Temmuth confirming his dislike for the party's talkative nature. After 5 days of travel north of the Elfenbone spine they meet a couple of Tabaxi brothers named Spark of Light and Stroke of Pen who are on their way to Darkweld to see a wizard perform at the colloseum. The party warn them of Darkweld and the brothers are seemingly unaware of the dangers of the world around them. They give them some gold and send them on their way. The party then walk for three more days until they reach an old watchtower being attacked by a hill giant, a Hobgoblin and some goblinoid goons. Two orcs are stuck at the top of the tower. The party swiftly defeat the goblinoids.

    Character(s) interacted with

    Spark of Light Stroke of Pen
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    21 Oct 2024

    Session 91: Orks Orks Orks Report

    General Summary

    The party meet with Rashka and Argon, two hunters from the house of Illvira, who were "ambushed" by the Hobgoblin and his goons. They ran and took refuge in the watchtower. Cordelia captures the shadow of Albrash the Scarred a military commander in the Seekers of Skhol. The Seekers are working with the dragonborn by destroying O'l Andems countryside. They were promised Fletchgard as reward for their duty. Argon, Rashka and the party decide to join forces on the road to Argh Undt Argh. They tell stories, culutrally clash, and eat and drink. The day goes and the night comes. Its the 24th of november and the red moon is in perfect synergy with Tiamats celestial body. Nothing really happens and the night goes by. 200 years till next time. When they reach Argh Undt Argh Argon slaughters a goat and the party is introduced to Illvira who calls Argon a fool and a coward and rewards the party for saving him by giving them her father Kaarks Lyre of the Hunt. They party, drink, dance and celebrate and fall asleep.   House of Illvira information  

    House of Illvira

      Sigil: A silver wolf running beneath a pair of crossed hunting spears.\ House Leader: Illvira, daughter of Kaark (Matriarch, master huntress and renowned Fletcher)\ Notable Members:  
    Merosk, son of Illvira
    (Heir, expert hunter and skilled artisan)
    Argon, son of Illvira
    (Second son, renowned weapon-smith)
    Rashka, daughter of Illvira
    (Youngest child, beast tamer and crafter of ceremonial hunting gear)
    Gorthak, son of Illvira
    (Illviras son, aspiring hunter with a love for innovation)
    Tharka, daughter of Merosk
    (Merosk’s daughter, armor-smith, focusing on defensive craftsmanship)
    Morza, son of Argon
    (Argon’s son, tracker and apprentice in the family forge)
    Varka, daughter of Illvira
    (Illvira’s daughter, younger huntress who oversees ritual hunts and ceremonies)
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    28 Oct 2024

    Session 92: A Hearty Meal Report

    General Summary

    The party explores the Argh Undt Argh countryside and are met with the simple fact that the Orcs don't really seem to pay them any attention. After walking for the better part of a day, they are met with Qorg, son of Mog of house Gerilda. A young teenage boy who was tasked with greeting the party. The party is then led to Gerildas tent where they are reunited with Tessimet and Callexan. They share some stories with Gerilda, then they are escorted to a tent for themselves, which turns out to me Qorgs tent. Inside the tent, sparks flare as Tessimet, Aaliyah and Torcoll verbally debate the ethics of nulling Callexans judgement given during the trying time in Darkweld. Tessimet leaves, Aaliyah leaves, and Callexan follows. Callexan reveals to Aaliyah that she is sick of being treated like a pawn, a token, an argument, a point, and just wants to be nothing for a while. Aaliyah understands, they hug, and Callexan leaves while promising to let Aaliyah know her whereabouts. Torcoll pouts racistly while Krom and Cordelia talk to the local wildlife, revealing some riveting bird adultry. Then they head to bed.

    Rewards Granted

    Som tasty highland cow dry aged meats

    Character(s) interacted with

    Qorg, Mog, Bog, Gerilda
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    11 Nov 2024

    Session 93: Dwarf deep in a squeelin hog Report

    General Summary

    The party goes looking for the secret entrance to Dwalinstad. Torcoll uses his keen dwarven senses to spot the weird stone that signals the secret entrance. Krom uses her blindsight to realise the stone structure dissapeared at 6. They enter. Walking along they hear a deep booming sound. They stumble into an abandoned home. Aaliyah becomes a cat. Krom becomes an Orc. They exit the abandoned house and realize Dwalinstad is seemingly empty. A booming voice echoes in the mountain telling them that there is a sickness spreading in Dwalinstad and that residents are to keep inside. They meet a Dwarven guard patroling the streets who tell them the last month and a half has been pure pandemonium as disease is spreading, breweries are shutting down, riots are happening. They leave for the second layer to find the tavern. Heading towards one of the many elevators they see a Dwarf carrying a dead body in a wheelbarrow. They decide to copy him and put Aaliyah and Krom in a wheelbarrow. They get to the tavern. Its closed. Krom picks the locks and they enter.

    Character(s) interacted with

    Three dwarven guards
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    26 Nov 2024
    Primary Location

    Session 93: Mellon Report

    General Summary

    Aaliyah and Torcoll Kiss <3   Nah, we wish. But they do make up after yesterdays fight. They eat some breakfast, say goodbye to Tessimet, get some rations and make their way to Dwalinstad. Through the Hallowed Meadows they find three mysterious red caps. Krom takes them. They reminisce about their last Dwalinstad visit. They see the remnants of the caravan. One of the many Ven camps. Aaliyah has a bad dream. And they visit the resistan... oh, oh they're dead. Whelp. Cordelia uses Speak with Dead and they get some real tips. Especially regarding a secret entrance.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    18 Nov 2024

    Session 96: January 6th Report

    General Summary

    The party now faced with a possible rebellion, puts Torcoll forth to speak to the masses. Summoning his inner dragon, he belches out a speech that drops the jaw of even the most establishment dwarf. As Torcoll speaks, the mob of people slowly turn over to his side and in the end start a march on the third layer where Firebrod lives. Together with Rurik, the captain of this batallion and Brynna the makeshift leader of the rebellion, they make their way towards teh third layer converting batallions and smaller groups of dwarves on their way. When they reach the third layer, they are met with 20 shadowy Firebrod Blackguards. Rurik and Brynna suggest they take care of the blackguard while the party find and kill Gamdring. The party sends a couple of spells and attacks the way of the guards, then make way for the first layer. In the distance, they hear the screams of the dwarves they left behind, but continue towards the throne room where they believe Gamdring to be.   When they reach the first layer they are confronted with silence, and hundreds of dead dwarves laying on the bridge that leads to the church. Seemingly laid out as a welcoming gift for the party. By the church doors they are approached by an old munk dwarf seemingly under a spell who invites them in to talk to Gamdring. The party obliges, except for his request to take off their shoes and enter.   Gamdring welcomes a weary group of angry, spiteful and justly disturbed group of past adversaries. Torcoll is confronted with what is seemingly whats left of his family. And then battle starts
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    07 Jan 2025

    session 97: For the Damaged Coda Report

    General Summary

    Gamdring opens several rifts of pure dark horror around the church, then quickly manages to cast cloud kill on the party, which starts their plans off on the back foot. Torcoll twists and turns into a new dragon form, which wretches and pulls his skin and bones, making him look like a malformed Torcoll dragon hybrid. Cordelia, Krom and Aaliyah manage to get out of the poison cloud and run straight into a horror from the beyond spawned by these void gates. As the party throw spells, canon shots and poison bolt the way of Gamdring and his minions, the fleshy golems of Torcolls family start making their way toward the fight screaming wails of woe. Gamdring takes Cordelia out and gets the party low with the Horrid Wilting spell that attempts to rot the party from within. The party now in panic mode heal Cordelia, and fire more barrages of attacks against Gamdring. Krom fall unconscious, but luckily gets healed by Cordelia, then gets dragged into the void gate where she spends most of the battle struggling to get back to the material plane.   Torcoll charge at Gamdring choking up vomit to create his new breath weapon of acidic puke which quickly clears out several of Gamdrings minions and deals significant damage to Gamdrings form. As Gamdring is attacked, he loses an arm that he then replaces with a shadow arm. Cordelia and Aaliyah struggle to fight off the flesh golems and beasts of the void, but manage to teleport away. The church is taking damage and is now slowly starting to fall in on itself. Several barrages of spells, attacks, counterspell and shield go back and forth as Torcoll both tanks and dishes out incredible damage. Cordelia is hanging on by a thread and so is Torcoll, Aaliyah is not far behind falling as well, as Krom is still stuck in the void, when Cordelia casts the tidal wave spell that knocks Gamdring out.   After which his wounds fill with void, his eyes glaze over and arises once more, this time, less Gamdring, more something else. The party now scared and confused are visited by a small white lotus flower that boosts their health and seemingly brings Krom back. Gamdring unleashes shadowy tentacles from himself that rots everything they touch, almost killing Torcoll and Aaliyah as the party continues to barrage him with spells and attacks. Krom manages to send a bolt to the heart of the new Gamdring which finally bring it down.   Torcoll grievingly holds the fleshy golem supposedly his family, as Cordelia tries to drag him out of the collapsing church. Aaliyah and Krom hug. And the party leaves as the church collapses behind them, sealing the now dead Gamdring in a prison of rubble.   The party take in a moment of silence as they realize they did it. They won.   In the wake of the fight Dwalinstad manages with the help of the party to reorganize, take control of the disease spread by Gamdring, form a temporary council in the kings wake and with 20 000 dead, recuperate from its imense losses.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    14 Jan 2025

    Session 98: Epilogue

    General Summary

    Aaliyah and Krom

      Aaliyah and Krom help rebuild Dwalinstad. Krom helps with running a local orphanage that is in dire need of attention. Aaliyah helps with miscellanious things that need doing, especially stopping uproars and rebellions from starting in a very unstable situation. Torcoll helps with the forming of a temporary coalition to guide the reconstruction of Dwalinstad and starts a committee that will oversee the restoration of the classic dwalinstad books. Torcoll becomes a key figure and a leading voice in the temporary coalition government   Krom and Aaliyah travel north to Kroms Village. they spend a long time on the road. for the most part, its a serene travel with wondrous landscapes, but as they travel they realize the war still isnt over for large parts of the world. They run into many abandoned and burnt down villages. At the village the reception is mixed. Not hostile, but some members of the village are disapproving of Kroms antics. Balbalar has seemingly not told anything about Kroms travels to the family. There is a mixture of happiness that she is back and disappointment and grievance that she left.   Aud is seemingly doing well. After spending time with Balbalar on the road, it seems they reconnected. Instead of traveling in a hurried pace as patient and nurse, they could travel as father and daughter, as friends. This has seemingly helped their spirits a bit. Aud takes staunch defence of both Krom, Aaliyah and Balbalar.   Balbalar has become somewhat of an even blacker sheep in the village and due to a lot of grievances has pondered the idea of leaving for good. But Aud still believes it can be resolved with time.   After spending a lot of time in the village, Aaliyah is struggling with life in such an enclosed and small space and needs to leave. A heartfelt goodbye is had.   After some more months of village life Krom too decides to leave. Aud and Balbalar both decide to join in this upcoming adventure. Though not always travelling together, they all come back to visit from time to time.   Cordelia is brought one time which starts a small fashion feud in the village after she leaves as her fabrics are seen as rather risque and some of the village women start wearing a more extravagant look.  

    Torcoll

      Torcoll becomes a defacto travelling diplomat to start relations with the Twained Empire and Stone Shores which in the end creates a defensive pact between the three parties. Dwalinstad will have a standing army trained as long as Reun, Copperstad and Stone Shore helps rebuilding Dwalinstad. Torcoll gets to meet the famed Dalas Duin II with Garnielle as help which is key in delivering the terms and condition for the defensive pact.   Torcoll is given the title of minister of foreign affairs if he wants it, as he naturally fell within its grasp. Which lets him continue his travels. torcolls arcane abilites grow over time and soon becomes adept at teleporting. If he so choses he can become adept at Tethergy, a new school of magic that uses pneumatic magic.  

    Cordelia

      Cordelia after reuniting with her family in Stone Shore travel back to Reun after the war to what is a ruined Teelweave. After rebuilding the Teelweave she spends much of her time travelling around the world gathering exotic fabrics and tailoring techniques and after several years of hard work and travel have a sizable chunk of change which if she wants lets her relocate to the cloud top district.   Cordelia spends many moons ignoring the advances from one Dennis Amstar  

    Dillweed

      Dillweed, with Garnielle's help gets a job at a The Big Bun Bakery where he veeeeery slowly learns the craft of what can only be described as an attempt at baking. Though never very proficient, he earns a fine living for a goblin, and the people who work there and customers find him adorable. At a certain point the slang name for the bakery just becomes Green Goblin.   14 years after the war you all get a carrier a sending in your head from Garnielle who tells you that he has gotten word of Dillweeds departure from this mortal coil. Those who wish can come to Loudwater where he will be buried in a small garden beside the bakery where he worked. His tombstone is visited by the many locals who favoured his charm during his lifetime. He has become known as one of the most influential Goblins in the third age.  

    Aaliyahs Canon

      Aaliyahs canon continues to grow within her. The malformations continue to sprout as long as she uses teh canon. The raids on the Cal Mahir laboratories don't give a lot of answers, as they were destroyed before allied forces landed on the isles. But doctors and arcanists alike help aaliyah with her condition. Mostly shaving off the painful growths. At a certain point, one prominent doctor, Mrs. Melanie Meladromus, tells you she could try to carve the implant out of your brain and amputate the arm. But that she can't promise it won't kill you. She reccomends that Aaliyah doesn't do this and rather stops using the canon arm. This would slow the mutation down, and she would most likely die a natural death before it reaches the brain. Aaliyah decides to have her arm amputated and to have it replaced with a human woman arm.  

    Torcolls Mutation

      Torcoll is visited by many doctors, clerics and healers, but none can fully fix Torcolls ever evolving mutation. Through painful surgeries some of the aesthetic problems are lessened, but as Torcoll continues to mutate over the next year he slowly sprouts non-functioning wings, then his face becomes oblonged and snouted. Over the course of the next 10 years, Torcoll becomes a full dragon, capable of shifting between a dragonoid humannoid mixture and full dragon form.   Torcoll's malformaties have become the stuff of legend and Dwalinstad now harbor the legend of Torcoll the Malformed  

    Cordelias Family

      Cordelias family fled to the Stone Shores where they met up with Cordelia's brother and later Cordelia and Torcoll. They work the docks helping the dwarven navy who are sending ships to battle by the Reunian sea. None of Cordelias family was harmed during the war.  

    Garnielle

      Garnielle spends the war helping the allied forces with his keen insight and dragonborn wit. Afterwards he locates back to Reun where he rebuilds the griffon brewery. And his network of spies where he helps the city keep rebel factions and republican uprisings to a minimum.  

    Dwalinstad

      Dwalinstad continued to suffer from disarray for a while after Gamdring was killed. But eventually settled on crowning a new king, but also start a tradition of electable council held every 15 years. The council is decided to be 10 people, who if all unanimously vote, can decrown and elect a new king. Council members can be voted off by a 2/3 majority. The new king shall be elected by a majority vote by the whole kingdom and after a long battle between the popular tradesman Rembrandt Rockcutter and the underdog revolutionary Brynna Frostforge, the kings title went to Rembrandt with 58% of all eligible votes, who vows to start up trade with the major nations again.  

    The War Effort

      The War takes a quick turn in the favor of the allied forces after reinforcements from Dwalinstad, Copperstad and Stone-Shores manage to drive the dragonborn out of Reun and back to the evit canal. Afterwards, with the new technological advances with pneumatically driven airships Loudwater manage to drive the dragonborn out of Elucidien. After a year of war the allied forces manage to enter the Wild Fire Isle and destroy the dragonborn empire. Not before the dragonborn destroy their own facilities, records and burn their own buildings down ofc. Fringe groups of Ember Eye Operatives and cells continue to fight for another half a year before being culled into nothingness. Many villages lie ruined and unnocupied, never to be rebuilt. Reun start its 20 year mission to rebuild, but several ruins stand like monuments to its town as an occupied nation. 350k people lost their lives over the course of the war.  

    Callexan

      Callexan returns to Aaliyah a little over a year after the war by way of dove. She has traveled the aridell countryside, where she ended up helping a village rebuild. She has taken an interest in gardening and herbalism and says she wants to settle down somewhere. She is interested in having Aaliyah stay with her for a bit so they can talk and figure things out. Aaliyah and Callexan decide to try to make their relationship work. though hard they work through their problems with communication and settle in the small village.  

    The Resistance

      The resistance fights with the Loudwater nayve. Kahyssa is lost at sea and they don't manage to recover her body. Jihar dies during the battle and is burried at Soldier Hill in Loudwater. Temmuth and Nelsic retire from fighting after the war and settle down in a small house outside of loudwater where they live together as friends. The rest disperses to the wind living disparate lives.   The Dragonborn Empire   Tessimet and several dignitaries that survive the war work to find a solution for the dragonborns living problems, but after a long time of trying to diplomatically find a solution, they ultimately fail. The remaining dragonborn population, taken from approximately 190k to about 17k end up scattering to cities and settlements. Several smaller settlements end up being created around Ol Andem, but no larger organisational power end up taking root. The Dragonborn Empire is seemingly dead. Archivists and loremasters in the Ivory halls and Galloway University try to take record of the many books, artworks and historical artefacts that still remain from the empire.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    22 Jan 2025

    Sessioon 73: Far Beyond the Seams Report

    General Summary

    Kornwall leaves to gather some stuff for the seance. The party talk among themselves about what they plan on doing with the information they hope to gain. Kornwall comes back and starts laying out the different items. As the Seance starts Kornwall manages to get a name Ansarus Idel. He then tries to break through and force the elder krone to show her form and location. All goes black.   Krom finds herself wandering through a bootleg version of her hometown. She encounters a goofy looking Balbalar and decides to high tail it to the edge of town to see if there are any animals int he pen. Nothing. She then enters the town hall. As she does she is seemingly teleported to the tavern in Eldsbygd where she first met Aaliyah. Here she finds Kornwall who tells her they need to find the others. As they leave the tavern they apparate in Reun outside the Teelweave. Krom takes Kornwall to Garnielles where they meet a bootleg version of Garnielle. A battle is had and Krom falls.   Cordelia and Krom awaken and realizes they are missing memories. Later Aaliyah and Torcoll awaken and realize they are missnig even more memories; even the memories of why they are there. Later Kornwall awakens speaking the same paragraph again and again, until he speaks his final words. "I would love to dance, Brinna".

    Rewards Granted

    A name, a location and about 2.7 gigabytes less of childhood memories.
    Campaign
    50 Shades of Grey
    Protagonists
    Krom
    Neutral Good Firbolg (Far Traveler)
    Rogue 5
    43 / 43 HP
    STR
    14
    DEX
    16
    CON
    14
    INT
    8
    WIS
    14
    CHA
    10
    Cordelia
    Torcoll of Clan Airgid
    Chaotic Good Hill Dwarf (Soldier)
    Sorcerer 7
    61 / 61 HP
    STR
    12
    DEX
    13
    CON
    16
    INT
    8
    WIS
    11
    CHA
    15
    Aaliyah
    --- red dragonborn ()
    fighter 5
    36 / 44 HP
    STR
    16
    DEX
    16
    CON
    14
    INT
    10
    WIS
    10
    CHA
    12
    Report Date
    19 Mar 2024
    Primary Location

    Shel Urgath

    Half-orc Monk, and a etherborn too

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    Siffel

    Older Half-Orc Lady working as a chef in Riverview

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    Silas Applebottomjeans

    Flamboyant man in a fine pink dress with impeccable eyebrows and style. Owns the local tailors shop and helps the party during the Oakwood crisis.

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    Simmon Askabar

    Young kid who cut roses from Mrs. Talbons rose bush. Naved payed him a silver to talk about the Malferent Soulforge

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    Sleetsted

    Never cold enough for snow, nor warm enough for rain, this sleet filled city thrives of its free-market economy, the ease of centralized trade routes, its proximity to The Halfling Merchants Association, and its mining facilities on islands like Noalle, Di'ock, and Etsi. Sleetsted was originally founded by halfling settlers in the early years after the arcanum revolt but quickly grew with human settlers as the nature of coastal cities are preferable for humans. The halfling populous stagnated due to its cold and sleety weather and the hardship of regular halfling agriculture. Though humans quickly filled the land with potato, carrot, and cabbage farms that quickly made the city self-sustaining. In later years the city has become a haven for capitalist ventures into trade and markets due to its central location and regulated docks.

    Demographics

    Mostly human, dwarvish and elvish, with sizable halfling populus.

    Government

    Sleetsted is run by a group of 7 elected merchant lords that openly vote on issues dictated by a democratic election cycle. Every 5 years the merchants in office are replaced by newly elected merchant lords, those already elected must wait a term before being able to be elected again. Merchant lords that do good work in office gain reputation and can with said reputation further their business and agendas while those who don't fall and business can crumble to dust. So being representative towards those whose principles you represent is an important part of being a merchant lord   Every 4 months every merchant with capital can vote for 3 issues with grades of importance, with 8 points to distribute between the issues stated. If an issue has over 20% of point values of all votes it is furthered into a bimonthly discussion by the lords where they discuss how to fix the problem and then vote on the best course of action.

    Defences

    Sleetsted is protected by a medium local military naval force and in times of real war Reun's fleet is sworn to help Sleetsted. There is a large wall the leads from the northern Ganush Bay to the Ardus Mountain in the south.

    Industry & Trade

    Noalle: A small island named after the merchant Noalle Rocksucker who started a large mining expedition to find rare gems but ended up finding something less costly but more plentiful, nutrition-rich soil that all large farm owners want to get their hands on. The soil has become one of Sleetsteds greatest exports and Noalle served 4 terms in total as merchant lord before dying of old age. the Rocksucker empereum still stands tall under the leadership of current merchant lord Richard rocksucker.   Etsi: Is a small island south of Noalle and was originally inhabited by a tribe of orcs. An explorer named Etsi Topy found that the island had fine white trees that he called Palewood Silver. He and some investors paid a group of mercenaries to rid the island of the tribe and took to planting and gathering the trees starting a lumbering business on the island. A lot of the houses and structure in Sleetsted are made by Palewood silver trees giving them a white birch like color that glistens in the rare but beautiful sunlight   Di'ock: Di'ock was an abandoned island with little to no resources, it was later terraformed by arcanist and doctor Ellacster Di'ock, to house his laboratory, small patches of farmland, and a large cockatrice farm. He uses the cockatrice saliva and blood to create antibodies to use in salves and potions that cure certification. His concoctions have become a large export and are sold throughout O'l Andem.

    Assets

    The Icerime Baazaar: A large market spanning a fourth of Sleetsted where most of the everyday business happens between both merchants, traders, and the common man. There are large auctions held on the daily here luxury commodities are being sold to the highest bidder. This includes everything from tropical fish to be used in food to rare gems, magic items, or labor.
    Founding Date
    Early years after the Arcanum Revolt
    Alternative Name(s)
    The Mezzo-winter
    Type
    Large city
    Population
    74 300

    Smiler

    Iron Ledger grunt (Dead)

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    Soothsand

    Soothsand is a fine powder made from dried Ettercap glands, generally used to get an ecstatic high. A dosage of 1 gram can be worth up to 450 gold. the practice of making this is not that hard, but gathering it is another story. Not only are Ettercaps generally hostile to humanoids, but their glands are fragile and hard to locate.

    Properties

    Material Characteristics

    Like a finely ground flour, this powder catches between grooves of your fingers and clumps together.
    Odor
    Nothing
    Taste
    Like Spoiled Doguh
    Color
    White

    Stonegrave Bluffs

    In the Elucidien countryside on the cusp of being in Aridell territory, between Serinne, The Passing and Emerant lies a large cluster of mountains said to have been created by the fall of a titan, who's shockwave created an earthquake so large it created the sharp and jagged mountains around. The legend of the Stonegrave Bluffs is known far and wide and several interested parties has sent scouting parties into the dangerous and jagged mountain range to look for the titans heart. Being right beside the Baltican Ruins has led to an infestation of undead in and around the mountain range. Along with the immense force of a titans arcane energy which attracts a lot of attention from nearby wildlife, both aberrations, monstrosities and beasts.

    Swampsteel

    Swampsteel is the byproduct of the acidic swampmarshes and long lost steel weaponry and armor. As the steel reacts to the acidity of the swamplands it deforms and becomes maleable. When smelted down and repurposed the steel becomes even ahrder than before and becomes worth a lot of money. It is very rare and is only found in the Perished Marshes. This has led to expeditions and unlawful extraction sites within the marshes. Most people don't come back and are devourered by the swamplands or its inhabitants.

    Taftanny

    Granddaughter of Caleb, current owner of Calebs Cobweb.

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    Tambre

    Tambre i one of the three cities that are members of the eastern trade amalgamation. Large port towns with large plots of mines, quarries and lumber mills, as well as skilled artisans who use the resources to craft and make whatever your hearts desire. From Jewelry to coooking ware. From workers boots and mining equipment to fine clothes and paintings.   Tambre is the middle northern most trade port and therefore has the bonus of gaining a lot of trade from Loudwater. They own one of the largest islands off the coast, Elucidien Isle, which features lush landscapes of large woodlands. These woodlands give growth to certain mushrooms, especially truffles and the Hardshell Shroom, which are used in both food and in potion making. White Husk Pigs are used to dig up the shrooms.

    Government

    Tambre is a representative democracy where all capital owners vote on politicians who gather to further legislation and lawmaking.

    Defences

    Being lodged between both Sleetsted and Loudwater, Tambre has almost no military of its own. It has a militia and a very strict constabulary.

    Infrastructure

    One of the largest infrastructures of Tambre is its lush timber production. Being so far north grants it an almost endless supply of sturdy pine woodlands. This is where it gets its name as Tambre is the old common spelling of timber. Tough not as luxurius as many other exports, the artisans, carpenters and woodcarvers of Tambre really bring out the best that the pine resource has to offer. Be it fletchers making arrow shafts or carpenters building large wooden bedframes, anything wood can be found in Tambre, and its design and make is second to none.

    Points of interest

    Tambre has some beautiful lush winter forests that are beautiful and safe which draws a lot of richer southeners to stop by. Several of Tambres market places are lush with amazing wooden buildings and architechture. Since the woodcarving tradition is so old and seasoned in Tambre a lot of the houses and buildings are elaborate and beautiful.

    Teel The Knuckledragger

    Tihr Name

    Tihar "Teel" Knuckledragger Mother: Eliir, knuckledragger Father: Kevir, Knuckkledragger   Origin: Tihar is a born and breed loudwater, living in the district of sootworks, in a proper run down house, with barely enough space for the three of them. least of all four. His parents migrated to Loudwater before he was born, though they refuse to talk about why they moved, and generally switch topics whenever it came up. They never revealed our family name, always saying that the past is irrelevant, and its the way you live forward that matters. Food was always on the table, though little to no books or proper education could be afforded, leading to Tihar never learning to read properly.   Early childhood: As a young hill dwarf with little education there were little choice in the matter. Both his father and mother worked in the The Coked Coal Refinery. The working conditions were treatcherous, and though workers reguarly got themselves injured and mangled, even a few deaths throughout the years, the prospect outside of the factory was even worse. Tihar had to learn from a young age what machinery to avoid, and which hazard to be aware of. Luckily a quick reflex saved him from more than one entanglement into hazardous machinery.   Late teens: it was in this factory here that he would meet up with "Elizabeth "lizz", a human, and "Kurtz" , who also worked in the same shift as he did. Together they were a trio, who hang out in between shifts, and forming a tight friendship. Though Lizz and Kurtz also had other friends, which he did not, leading to some downtime where he would get himself into trouble. with some of the other unsavory youths. Scrapping in between each other happened on regular occasion, and some times the older workers would tip on who would win. Bruises, a bloody lip and even a broken finger or two would usually be the results of these endeavors, though a couple of wins from time to time would ensure about a months wage of goods if lucky. Though it was best to not inquire about their origin. His other two friends knew of these activities, and they tried their best to talk him out of it, but to little awail.   Young adult: As they grew up (the trio is now 18 years old), Lizz had learnt to read through her other friends and their connections, and Kurtz had started to slowly invest some of his hard earned money into a business. They still worked the same shift, but saw each other at a less frequent rate after workhours.   It was however when they were all working a late night shift, that a sudden and catastrophic accident happened on the factory floor. His parents worked at their regular station, which they knew in and out, and the risk associated with their work was considered to be low. Yet one day something catastrophic happened, and the machinery exploded. Both his parents were killed, and Lizz was severely wounded. The local doctors were unable to help her, and her condition though stable, her wounds were still severe, and the future seemed bleak.   Unable to afford the rent on the house, it had to be sold. Lizz, Tihar and Kurtz decided that it was best if they stuck together, and gathered enough money for a single large room. There Lizz could stay and recoup, since hospital was too expensive, and Kurtz could use the room for his buisiness as practical as that was.   Desperate to earn money, he spread the word around the factory that he needed money, and was willing to go far in order to earn it. This resulted in him taking on the occasional side husstle of beating down fellow factory workers who were trying to strike and/or orgainzing themselves into unions. Though this earn him some money, it left him absolutely despised on the factory floor, and work got so perilous for him due to sabotaging, that he barely survived when a sabotaged piece of machinery exploded as he was working on it. Still unable to quit the factory due to the stable but paltry wage, Tihar looked for other opportunities, and found it in The Iron Ledger, where brutal pit fights would occur on a regular intervall.     Through these endavours, more coin would be earned, though in some fights the opposing side barely survived the fight. Tihar quickly realized that continuing like this would get others killed, and the coin was not just worth it. One day before a match, he quickly fought the opponent and won, before running away with the money he had earned.   It was at that time that he was contacted by Rakish, who were interested in the accident which happened at the Coacked Coal Refinery, hinting that he may find a way to heal Lizz. We were supposed to meet up in two weeks, yet those two weeks passed by, and nothing was heard from him. It was then that Tihar decided to look for him.
    Character Location
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    Teelwood

    Teelwood or Weavewood as the old Reunian druids called it is a wood type that is found within the southeast corners of Reun. It has a thin blue-tinted bark with a thick almost stonelike cambium. Once cut the sap gushes like blue blood and quickly hardens, this makes Teelwood sap a substitute for glue in many cases. Teelwood trees can grow up to 70 feet tall and live for about 700 years before naturally producing fewer acorns and wither away.   Teelwood is often used in Reunian houses though trade has allowed the denizens of other regions to benefit from its wondrous blue tint. Teelwood makes for great building material and can be used in everything from furniture to tools.
    Color
    Teel

    Temeran

    Human male with long blonde hair, son of Elliot Armguard.

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    Tessimet il Asakov al Dehaxanas el Nioxa ar Dekanesse

    Tethergy

    Tethergy is a newly found school of magic by the famous arcanist Ellway Nessingwary. Tethergy focuses on the relations between elements and objects and has been validated as a wholly new type of magic not related to any other. A person practicing Tethergy can transfer heat from a fire to a steel beam, transfer the weight of one object unto another, or link the ether relation between two objects together so that they can be moved by the same force. For example, if you were to link a scolding hot fire, to a small pond, the bond would begin to boil and the fire would disperse. You could also link together a small wooden box and a 1-ton boulder making the box impossible to lift.   Tethergy is not a well-known school of magic and is therefore quite rare. The few who have learned its secrets are not easily persuaded to give it away, for the power that can be found could be immense.   List of Spells Bound Lethargy  Binding Tether  Ethereal Shackle  Weight Exchange  Elemental Transference  Pneumatic Equilibrium

    Effect

    Tethergy focuses on creating links and tethers between objects and elements. The relation between the objects and elements can vary and therefore the spells can be volatile and unforeseen.

    Manifestation

    A tethergy spell does not have an innate look to the naked eye, though anyone that can see into the ethereal plane can see the tethers made.

    Discovery

    This school of magic was founded by Ellway Nessingwary three years ago. Known throughout O'l Andem for his research into the ethereal plane and its relation with the outer planes he gained traction in academia as a noteworthy person with ideas that could change the world. He later managed to gain an audience with the Archmage of Loudwater where he showed off his new creation and gained the favor of the court.

    The 24 Major Gods of O'l Andem

    Lawfull: Allsyr, God of justice (LG)   Ilmater, God of endurance. (LG)   Baldros, God of the dead. (LN)   Nouvinnen, Goddess of knowledge. (LN)   Mallisar, Goddess of Pain. (LE)   Exetor, God of war and despair (LE)         Neutral: Chaullea, Goddess of agriculture (NG)   Gildesa, Goddess of song and poetry (NG)   Moros, God of craft (N)   Leithusa, God of fate and destiny (N)   Jarhados, God of famine and pestilence (NE)   Scar, Goddess of darkness and loss (NE)         Chaotic: Olladin, God of athletics, war and sport (CG)   Tymora, Goddess of good fortune (CG)   Olidammara, God of revelry (CN)   Mask, God of thievery and revenge (CN)   Shyris, God of lies (CE)   Beshaba, Goddess of misfortune (CE)         The Creator Gods Moradin, Creator of Dwarves and Mountains   Pelor, Creator of Humans and sun and water   Corellon, Creator of Elves and Forests   Gruumsh, Creator of Orcs and Blight   Bahamut, Creator of Metallic Dragons and the Multiverse   Tiamat, Creator of Chromatic Dragons and the Underworld

    The Aimless Expanse

    The Aimless Expanse is a large open area of marshland west of the Ashfell. It consists of a thousand small lakes and small patches of semi traversable acidic mulch. Large dome formed shrooms called Poor Mans Timber act like a canopy above. Out from the ground sprout hand like branches that seem to follow creatures, almost grasping at them. Wandering through the Aimless Expanse are undead creatures of long forgotten humanoids that died horrible deaths within the expanse.

    Localized Phenomena

    Sometimes whilst walking through The Aimless Expanse, a thick dark mists appears. Drifting quickly, encapsulating those unfortunate enough to be in it's vicinity. None have lived to tell the tale of what happens in the mist, or what it is. Those who have witnessed the mist from a far can hear the screams of a thousand dead emanating from it. A sound so chilling the screams linger in the minds forever.
    Alternative Name(s)
    Kaldarax Hor (Undercommon for Lingering Lost)
    Location under

    The Amulet of Ansarus Idel

    This Moonstone Rextherum medallion hangs on a shimmering ethereum chain. The Moonstone Rextherum gleams with the light of centuries past and sits in the middle of a platinum triangle. It is said to contain the souls of countless individuals of high stature; but only the souls of individuals that Ansarus Idel think deserves it. The unlucky ones end up in the necklace.

    History

    The exact history of the amulet is unknown, but several rumours have circualted. The main theory is that it was made to capture the souls of dying elven highlords so that they can be perserved forever. How Ansarus Idel came to have it, is even more uncertain.
    Rarity
    There is only one, and it is said to have been crafted by teh smiths of the Seelie courts.

    The Ashfell

    The Ashfell is a large expansive cave system of lava rivers, geysers and tunnels. It is a harsh landscape with little to no natural inhabitants. The air itself brims with toxic fumes and the heat makes traversing the landscape borderline impossible over longer periods of time. The constant shifting rocky landscape and molten rock makes one wrong step a lethal mistake. The Drow have made several tunnels and secret passage ways that lead through the Ashfell.

    Localized Phenomena

    Local stories among the Duregar and Drow societies tell of sudden burst of elemental energy that form large pure flame creatures. They have been known to roam the Ashfell in a pure destructive manner. These stories are beleived to be just that, stories to scare children into leaving the Ashfell alone.
    Location under

    The Baltican Ruins

    The Baltican Ruins   Location: Central Perished Marshes
    Known For: Draconic stonework overtaken by swamp and fragmented relics of the Dragonborn War
    Current Status: Unclaimed ruin, extremely hazardous
      Long before the Perished Marshes drowned the lowlands in rot and silence, the region was known as Baltica, a contested warzone between the Dragonborn colonies and mainland forces. What remains now are the Baltican Ruin, overgrown, half-drowned remnants of draconic architecture smothered in peat, black vines, and pools of still water.   Moss chokes the once-proud spires, and stone steps descend into flooded amphitheaters built in circular patterns sacred to dragonborn militaristic rites. The old stone is smooth to the touch but unnaturally warm, just like the Dragonborn likes them.   Much of the architecture is sunk into the muck or shattered, but certain features remain distinct:   Sunken Obelisks inscribed in the Draconic scripture, warning trespassers of fire, dominion, and oathbreaking   Molten Basins, which once held volatile arcane reagents, now bubble with sulfur and strange algae   A Fane of Silence, a ruined temple rumored to be the last place a major dragonborn general stood before being struck down by his own legion.   Though no true dragonborn have lived here in generations, the ruins are not empty. Shambling creatures with scaled faces and broken minds sometimes crawl from the flooded vaults. Locals who pass by the ruins speak of shadows moving in the night.   Some scholars believe the swamp is alive, shaped by old draconic magics that warped the land itself. Cartographers cannot agree on the ruin’s layout, as it seems to shift, especially after storms or tectonic shifts.   No expedition has returned with more than fragments, yet treasure-hunters, cultists, and desperate seekers still try. All are drawn by the whispers of buried draconic crowns, lost artifacts, and the promise that something ancient still breathes below.

    The Battle of the Baltican Forest

    Was the deciding battle which ended the reign of Argyn of Godsblood and the Dragonborn Batlican Empire. Fought in the Batlican forest now known as The Perished Marshes this half year long endeveaour cost the lives of over 400 000 humanoid. Following the battle, The Orcish Empire took over most of the Baltican area, too big to controll they later pulled back to their own borders and most of the Baltican cities fell to ruin.

    The Conflict

    Prelude

    The Battle was the last in a long series of pinser attacks from the Orcish Empire and Loudwater. After a reign spanning several hundreds of years the Allied forces of The Orcish Empire and Loudwater managed to force the dragonborn empire back to the Wild-Fire Isle.

    Conditions

    The Battle started when the dragonborn started their march to retake Mezzovos, the then annexed baltican city. Traitors within the Baltican Empire managed to get the dragonborn plans to the Orcish empire who used the information to pinser attack them whilst within the forest. The cover of the thick forest made the Dragonlance Wyvern Riders as good as useless. Without their most valuable units the dragonborns, though many in numbers, stood no chance against the superior orcish warriors.
    Conflict Type
    Battle

    The Bones Marrow

    The largest thief guild in Aridell with over 5000 active members or associates in and around the Darkweld Area. Their headquarter is a large monochrome tower in the middle of Darkweld and it houses both legitimate businesses and illegal misconduct. They are currently in a two-front war against The Coalition  to the north and The Golds Gallow  to the south as both the other organizations are expanding rapidly. The Bones Marrows placement in Darkweld, where the law is naught have opportunities that the others don't. They are not openly a criminal underbelly but the obvious suggestion has become a large part of their success.

    Structure

    The Bones Marrow operates in a pyramid fashion where the names of those above are unknown and only nicknames are used openly. Illegal activity is hidden in plain sight during festivals, arena fights, casino gambling, and regular market place activity. A member of The Bones Marrow is connected to a cell of about 10 other people where 1 person is the leader. The leader bears a false face and name at all times and reports directly to a smaller cell of people higher up the chain. The leader of a cell knows only one member of another cell and all contact goes through this system of cells, nicknames, and subterfuge before it ends up at the top. No one knows who runs The Bone Marrows and it has been one of the many reasons as to why the rival guilds have not yet overrun Darkweld.

    Culture

    The Bones Marrow is less of a single culture and more of a collection of differing ones. Because of the loose ties members have to the guild each cell and their surroundings harbor different cultures. Though one repeating cultural phenomenon is that disloyalty often leads to death or disappearing.

    Public Agenda

    To the outside world, The Bones Marrow is a gambling haven and a broker agency. Also to the outside world, it is a crime venture the size of a medium city. It does not hide this fact well because it doesn't need to. Merinda Ironwill and her goons The Drowned have a symbiotic relationship with The Bones Marrow. To which degree is not well known however.

    Assets

    The Monochrome Minaret: The headquarter where all the organizational activity takes place. Its main halls harbor the casinos and booking agents. Its cellars harbors a network of tunnels, halls, and vaults relating to the thieves guild.

    The Brittle Caves

    West of the Ashfell lies a maze of tunnels once infested with Rust monsters. The iron rich stone has long been emptied and is but a brittle version of its former self. Walking through it's tunnels is dangerous due to the large pockets of air where iron ore once lay. The stone gives way beneath the feet and one can quickly become trapped or stuck.

    Ecosystem

    There is little to no ecosystem within the cave system. Only the most hardy of plants can survive as there is seldom water in these tunnels. Creatures have been known to traverse the caves from time to time seeking shelter or entrance to other parts of The Nihilisolis.

    History

    The Brittle Caves once flourished with Iron and Copper ore. The pure and rich Iron made it a place of great interest to both nearby Duregar and Deep Gnome activity. After several mining excursions a large rise in Rust Monster population turned into a quickly expanding plague as the place became dangerous both due to the brittle of the stone left behind and the rust monsters themselves. Not wanting to lose their tools and equipment those who once mined the ore stoppen and the brittle caves over a period of a few years became but a dry husk.
    Location under

    The Broken Book

    The Broken Book was an Artefact that was given to the Champion of Illmater. Over the last couple of millennia the book has been spotted several times, but has in the last hundred years or so been lost. The book is mildewed and broken, with tendrils of rot eaten red silk. It is said to contain passages and observations of Illmaters life and his teachings on how he views the world. The Book teaches compassion and redemption and is believed to exude a presence of great wisdom.
    Item type
    Book / Document

    The Bull

    Winning boxer at the Teethering Bull

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    The Bull

    Winning pugilist at the teethering bull

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    The Cardinals

    Are a group of Mask worshippers operating out of Darkweld. Little is known about them and their business. They deal in secrecy and sorcery and are known for mixing martial arts with magic and trickery. Their chaotic alliances and outings in Darkweld are cause for concern for neighbouring guilds and business. Dealing with them is a loose lose situation, as they may be few in numbers, but their dark arts practices make them almost unstoppable. They have been exposed for assassinations of several high ranking members of other groups and high-born barons and business owners. The cardinal church is the headquarters of their operations. It is a large gothic, dark building littered with eloquent runes and wards. What the wards and runes do are unknown, but locals mostly keep away. Behind the church is a graveyard. Uses for the graveyard are unknown, as there have been no sighted burials.

    History

    The cardinals began operations in Darkweld ca 130 years ago. Their leader Elanor, though human, have been in charge since the start. Though, it is widely believed that she died and someone else took over. Due to the masks constantly worn, no one knows the true identity. It is also believed that the Cardinals were severly responsible for helping Merinda Ironwill, The Drowned take power.

    In darkness all secrets are exposed.

    Location

    The Chromatic Order

    The Chromatic order is an information network that works in conjunction with the Civil Council of Betheriel to keep the peace in and around chromatic Dragonborn areas. Highly secretive and selective with their modus operandi few certain things are known about their order. Chromatic order operatives have been spotted all over the world keeping tabs on current affairs. Even with their secrecy, a few things are known, for example; The chromatic order had a large part to play in the defeat of the Metallic occupation of the halflings, to what degree is mostly unknown, but several high ranking Metallic officers were executed in less than an hours span on the day known as "The hour of Blotted Fire". The chromatic order is also believed to have had a hand to play in the murder of Dwalin the Mad, 71st king of Dwalinstad, then again to what degree is unknown.   Chromatic Order Operatives have been found wearing differing symbols and rankings. Through these findings it is widely believed that the ranks within the order are as follows; Mellit, Legat, Gul. Operatives have also been found with magical glyph implants seared unto their brains that seem to impact their sense of adrenaline and fear.

    Public Agenda

    The public agenda, though widely discredited, is to keep the peace within chromatic dragon land. It is believed that the chromatic order mostly deals in chaos and information gathering to pressure other nations and factions to their will in order to further the Dragonborn conquest.

    History

    With the rise of the civil council that leads Betheriel and its pacifism, grew a sect of Chromatics that would rather expand than stay dormant. Public about their dislike of the new peaceful civil councils they began gathering traction amongst several key figureheads both amongst the civilians and the civil council. Though it is said that these two groups work together in harmony, there are high tensions between them.
    Type
    Information Network
    Training Level
    Elite

    The Chruch of the Stained Hands

    Is a worldwide organization dedicated to the furthering of Illmaters compassion and redemption. Through their feeding, housing and rehabilitation programs the church has become immensely popular with people down on their luck that need help to get back on their feet. In most large cities you can find one of their churches ready and willing to help you with sickness, hunger or temporary housing. The church is also known for their duties among the falsely accused. Many priests of Illmater will gain visions about innocent people put on trial and will travel great distances to help finding their freedom. "Mine is to lay my life down for those in need" Is the cornerstone of the churches ideals. Most priests are former criminals, murderers, wrongdoers, drug addicted or were in some need of redemption. Under the grace of Illmater they have begun their life anew with the sole goal of tipping the balance of what they brought to the world over on the good side.

    Structure

    Within a given church there is a church Elder who oversees the local work the church does. In larger cities an Elder might need several helping hands (pun intended) to keep everything organized and productive and so choose several priest to be Meisters. The Meisters are in control of specific locations or groups of people and are given a handful of priests.   An Elder is sworn in until death and only when dead beyond resurrection or unable to do his duties may another Elder be chosen. When a new Elder must be chosen all other Elders gain a vision of the new Elder and so swears in the Elder to be.

    Public Agenda

    Illmater believes in endurance, redemption and kindness. Illmater is the only god to deliberately live his entire physical manifestation before the arcanum revolt as a human and felt all the same pain that humans do. He understands the human condition and the suffering that comes with, even to this day it is said he is in continual agony to remember his time amongst the living. His scriptures and visions are not subtle and those Elders that regularly communicate with him say that his only wish is to help the all of humanity with the endurance of the flesh.

    Assets

    The churches are simple, with little to no decoration. They are made to be efficient and easy to build. A church has two main jobs in a given city, help the living, house the necessities so that the first job can be achieved.

    History

    The church has been involved in many wars over the years, mainly as a neutral unit that heals the wounded both bad and good. Unless said bad is monstrosities that do not know the human condition. Most notably they were involved in the Reun War and the Fall of the Baltican Empire.   Another infamous case was the involvement in the Halderbask Trials. In the year 1154, a baron named Ellos Halderbask was on trial for the assassination of a general in the Loudwater army. Meister Partak gained a vision that proved his innocence, and so stormed into the courtroom and took up the role of his lawyer. The case went on for seven weeks before ending in a mistrial due to one of the jury being a distant relative of the general in question. Partak made the case afterwards that they should use send for an impartial arcanist to read his mind. The defence made the case that mindreading, like zone of truth, is flawed due to the several ways it can be worked around. The objection was overruled and the Arcanist Deonna Talltower was brought in to read his mind. The mindreading proved that he was at home at the time of the assassination and could therefore not have done it. He was found not guilty and walked free to the dismay of the Loudwater army.

    Tenets of Faith

    “Be optimistic, happy and calm. Show no fear or anxiety. You are to be a beacon, a shining light for those whose eyes are blinded by the dark. Carry yourself with the strength you may not have and be an example of good despite your past actions. You are to lay your life down for those in need- no matter the circumstances'' - Book of Joanna Elfenbone Alcaster, pg 39   “Hug the violent. Show them the love they never felt. Give them the fifth chance they don’t deserve. Let them transform their hate and hurt into love and care for others. Give them the tools to repent. Let them find redemption in whatever way they can. Smite not the human, for it’s the mind that falters, not the physical shell. One can never make up for one's mistake in the world if the body is buried with its sin.” - Book of Joanna Elfenbone Alcaster, pg 12   “Once upon a deep pale moon. Beneath the dancing windcast leaves that rustled away the serene silence. Traveling a road overgrown with time. I met a woman. She was lying still in the middle of the road, blood splattered around her. She was barely twitching. This was nothing new along this particular road. Bandits luck they called it. That's why I was here. She would pull a knife on me the second I went to check on her. Three to five men would come from the foliage armed with crossbows or shortbows and either shoot you straight away or force you to give all you have. I went over and as soon as I crouched down she pulled a knife on me. Three armed thugs came out from the brushes and told me to give over my gold. I told them that I had no gold, for I was a man of the cloth. Not believing my words they shot their arrows, but the raven never wavers. Their arrows struck me but broke on impact. My skin was hardened. A light burst forth from my hierogram blinding them momentarily. In fear they bowed and surrendered. I told them not to bow nor fear me, but to listen and think. I told them the better ways of life. Four new faithful and redeemed followers of Illmater was made that day.” - The collected stories of Ellemen Fringe pg, 152

    Mine is to lay my life down for those in need

    Type
    Religious, Holy Order
    Alternative Names
    Red Velvet

    The Coalition

    One of Elucidiens greatest crime rings, The Coalition has made a name for themselves as thieves, assassins, fencers, and much more. They operate in localized sects called cells where every member is expected to pay a tithe to their local gang boss. Their schemes and structure are second to none only beaten by the likes of the Wild-fire orders. One of the main reasons for the Coalition's success is the cell division strategy. A cell is made up of 3 subgroups all responding to one boss. Neither subgroups know the real name of the boss nor the names of any other members than their own subgroups. like a pyramid, if a stone breaks, just replace it. In recent years they have expanded their empire to include most Elucidien cities and even some cities in Aridell. They have also begun activity in Reun, much to the Golds Gallows dismay

    The Collected Clans of Galvar

    Warlords bound in strength. Clans united in blood. A nation carved by axe and oath.   Region: Southern jagged steppes of the southern backbone, South of Dwalinstad
    Government Style: Martial Confederacy (Warchief-Council Model)
    Dominant Culture: The Galvaric Code – A rigid system of honor, conquest, and personal glory
    Population Estimate: 130,000 (mostly orcs and half-orcs, some Goliaths)
    Common Titles: Gorehand, Redfang, Brandbrother, Clanmender, Skull-taker, Woundfather
     

    Cultural Principles:

      Strength Above All
    The Collected Clans believe that physical, spiritual, and martial strength are the only true measures of worth. Orcs prove themselves through battle, endurance, and brutal rite-of-passage challenges. Weakness is not pitied; it is culled.   The Galvaric Code
    Passed down from Galvar himself, the Code governs all behavior. It teaches that betrayal of your bloodline, refusal of a challenge, or cowardice in war is cause for iron-marking (branding and banishment). Those who follow the Code are rewarded with status, land, and legend. It is both a religious doctrine and a legal code.   The Right of Seizing
    Land, weapons, names, and even slaves can be claimed through ritual combat or feat-of-strength contests. These duels are sacred and may not be interrupted. Even leadership may change hands this way, as any clan may challenge another during the Moon of Proving each cycle.   Glory Through Conquest
    War is sacred. Fighting foreign enemies is not just permitted, it is encouraged. Raids, frontier expansion, and dueling enemy champions is the highest honor. Every clan holds tales of battlefield victories and fallen war-kin in great oral epics called Bloodsongs.  

    Government Structure:

      The Warchief of the Clans
    The supreme leader is the Warchief, elected through Blood Claim, a combat trial fought by nominated champions of the major clans. The Warchief rules by right of dominance, and may only be deposed by direct challenge. The title is not hereditary.   The Ring of Iron
    Each major clan sends a representative to this war-council. They convene once per moon cycle to settle disputes, declare raids, or address internal fractures. Each voice carries weight proportional to the clan’s recent victories and offerings of tribute.   Clans and Broods
    The society is organized into dozens of Clans, each with their own Broods (extended family lines or martial lodges). Loyalty to one's brood is absolute, but each clan swears to the Collected in public ceremony during Ashfire Season.   Law of the Forge
    There are few laws, but those that exist are enforced with terrifying efficiency. Theft from your own clan is punished by blood debt. Killing a clan-kin outside of a sanctioned duel is met with bone-picking, a ritual that strips the killer of all their earned glories.  

    Notable Practices:

      Blood-bonding
    Marriage or political unity between clans is done via blood bonding, a ritual where warriors smear one another with sacred blood and exchange heirloom blades. Betraying an blood bond results in immediate exile or death.   The Black Tongue
    A secret orcish cant used by warpriests and elite raiders. It combines brutal poetry with strategic code, often spoken only during raids or funerary rites.   The Maw of Galvar
    A volcano-temple dedicated to the mythic war-leader Galvar, now deified by many orcs. Sacrifices of weapons and foes are cast into the crater during the yearly Warwake Festival.
    Alternative Name(s)
    The Southern Empire
    Population
    130 000

    The Dragonborn Scourge

    The Dreamweaver

    The Elder Text of Tyr

    The Elder Text is the collection of what remains of scrolls, books and poems from the early days of humankind when Tyr had just control of the material plane. The collection has been made into a small booklet in chronological order and describes everything from encounters with the god, his words of wisdom, the fallout after AAR and songs, poems and chant made in his honour. The book can be found in a lot of middle class homes and is often recited in courts and trials for reference. Tyrs justice is not common amongst lower class citizens who tends to set their belief in Illmater or Pelor due to their focus on redemption and equality.

    The Eldsbrujah

    In the southern parts of the Reunian countryside, both in small villages and large cities there is story told to children to keep them away from wandering to far into the nearby woodlands. The story of The Eldsbrujah. Its name is derived from old Reunian and can be loosely translated to The Elder Crone. The story features five kids that are out picking shrooms for dinner in The Granwei or the great white, a forest with thick and mighty spruce trees. The kids encounter a Hag that lures the children into her home and feasts on their bodies for months, keeping them alive, slowly draining them vitality. The story is grotesque to the point of redundancy and is believed to be just a fairytale.

    Summary

    Be it dark night or bright daylight, one should never go wandering to far into the woodlands of Reunian. The lush forests though tempting and alluring with its green mossy flooring and colourful fruits and shrooms is also home to a dark enigmatic entity. The Eldsbrujah. The Elder Crone.  One early Yielding morning, when the sun stood atop the mountains summit and shone down upon the village of ______, Corinne and her 4 neighbourhood friends were out picking shrooms for dinner. Aimlessly wandering through the forest with no care in the world the children stumbled upon an old hut built into a tree. Thick and strong roots buried in the ground, a small round door seamlessly blending with the rest of the tree. Long brown tendril like branches hung over the nearby flora like hands reaching out. The leaves colored a deep dark green, and on the side was a small window.  the children curious as children be could not contain themselves and Corinne walked over to the window. Barley being high enough to reach the window sill she stood up on her toes and looked inside. By a small stove stood an old woman clad in dark mildewed robe with long black hair like streaks of ink running down her back. Intrigued, but scared Corinne started to back off, but with her focus on the door her foot caught a rather large curled root. But a second later the door opened revealing the womans face. Her nose long and bent, wrinkles upon wrinkles upon skin so grey she might as well be dead. The children screamed and started running into the forest. Corinne froze up, petrified with fear. The old crone twisted her hand and the roots beneath her tightened around her. Her screams echoed through the forest. The other children could hear her terror. Then silence. The other children kept running, tears of fear running down their pale white cheeks. Beneath the feet they could feel the ground move and like brown purple worms roots burst out wrapping around their fragile young bodies. One after one they were wrestled to the ground as the hag approached one by one. Terror was the last they knew, and none were found or heard from again. If you walk into the woodlands of Reunian you can still hear their screams of terror as they echo in the memory of the flora.

    In Literature

    If the story ever was recorded in a book or parchment it has not been found. The story has survived mostly on word of mouth and is believed to have changed over the decades. Several historians date the story back to the early 200 AAR, and some writers and poets believe it might be Braalin The Bard who wrote it due to some similarities in writing style, though this can be attributed to Braalins influence over the last 1000 years.

    The Elfenbone Spine

    The Elfenbone Spine is a prominent mountain range stretching across the northern edges of eastern Elucidien, forming a natural barrier between southern Aridell and northern Aridell. The range gets its name from its jagged, crooked silhouette and perpetually snow-capped peaks, which resemble the vertebrae of a bleached skeleton when viewed from afar.   Geologically, the Elfenbone Spine is composed primarily of pale granite and limestone formations, with pockets of quartz and glacial shale. Erosion, tectonic uplift, and glacial activity over several millennia have given the range its distinct serrated profile. The tallest peak, Mount Grissenhold, rises just over 11,000 feet and is known for its difficult slopes and sudden icefalls.   The climate along the Spine is harsh and frigid, particularly at higher elevations. Snowfall is common year-round, and sudden blizzards can occur even in midsummer. Coniferous forests dominate the lower slopes, giving way to alpine tundra and ice fields above the treeline.   Despite the rugged conditions, several trade and shepherding paths cut through the lower passes of the range, connecting the interior with the outer coastlines and scattered frontier settlements. Wildlife includes snow goats, lynxes, alpine bears, and, rarely, great white owls, and Owlbears, lots of Owlbears. Orcs from the Orcish Empire use these lowlands and valleys as fertile hunting grounds   The Elfenbone Spine serves little strategic military purpose in the current age but remains a navigational landmark and weather indicator for nearby towns and travelers.

    The Elfenbone syndicate

    The Elfenbone syndicate is a collection of groups in various locations that procure, smuggle and trade illicit and legal commodities. Not much is known about the syndicate, but rumours spread far and wide. They often take jobs from legal enterprises to smuggle certain illegal substances, people or items. The groups in the syndicate often work in tandem with each other and there is a very strict hierarchy. It's not easy to join the syndicate nor easy to root them out.
    Type
    Illicit, Syndicate

    The Estram Family

    Three firbolgs from the Reun Gaps that are on a pilgrimage to The Maidens Cleft to do a ritual thought to only be possible during the aligning of the three moons which happens every 272 years.

    View Character Profile
    Children

    The Fall of Bahamut

    One of the core beliefs held by the Dragonborn is that Bahamut is dead, killed by Tiamat and that Tiamat rules as the sole creator of the Dragonborn. This is due to early second age texts that describe a great battle between the two gods. In the beginning the Dragonborn were seperated by two categories, metallics and chromatics. The metallics were created by Bahamut in his image as his children and the chromatics were created by Tiamat in her image as her children. The early religious texts describe great wars between these entities as they battle for dominance both claiming to be the first of their kind.   The texts describe the fall of Bahamut as such "The skies were open, burning, an inferno to swallow the whole. Raging elementals danced in the crimson light scourging all beneath and lay waste to all colors except red. The Mothers breath consumed The Father and perished him once and for all. For her children were both of metall and chroma, all colors were hers, and her their creator."
    Medium
    Vellum / Skin

    The Giantsbane

    The Giantsbane is an elite trained force of Archers and Pikemen working in unison with Abjuration and Transmutation magic casters. Their four-party task force is known for being extremely effective when taking down giants. With the use of buffs, debuffs, rapid-fire damage output, and zone defense they can take on any foe that as long as that foe is singular.   The usual set up is 1 archer enchanted with Swift quiver and Flame Arrows from two casters and 1 pikeman with the ability to hinder an opponent's movement whilst kiting backward.
    Type
    Special Forces

    The Golds Gallow

    Built upon the ruins of the old Weavers Thieves Guild founded under the rule of Albus Lun Noxen, the Golds Gallow is a very well established secret organization consisting of thieves, fences, assassins, saboteurs, spies, and smugglers. Based largely in and under Reunian through a network of subterranean tunnels, they run smaller outfits in Aridell, Elucidien, and The Free Trade Isle. Members are branded with the guild’s symbol on their shoulder, signifying allegiance and commitment. The Golds Gallow operates like a business-minded crime family, celebrating loyalty and truth to one’s word over most other merits. A member pays their debts, keeps their promises, and always seeks opportunities for the betterment of the Guild. Leaders of a Golds sect are titled Kinlings, and they oversee assigned elements of the organization’s functions. Kinlings hold equal power within a sect, and there is always an odd number acting within that location to break any disagreements over business ventures and actions.   While the immediate assumption is that the Golds Gallow is merely interested in profit at any cost (and that is a merit of the Golds Gallow), they also wish to preserve the function and prosperity of civilization. It is well known that a thriving city is a profitable one, and an enemy of civilization is a foe of the Golds Gallow. They largely consider themselves a necessary dark underbelly, willing to do the under-the-table deeds that the wealthy and powerful cannot commit with their own hands. The Golds Gallow also understands that conflict breeds a healthy economy, and has occasionally kindled the flames of unrest to keep things tense and profitable.   While some of the Golds Gallow activities are secretly state-sanctioned, it is highly illegal and extremely dangerous to be a member or be caught doing business directly with them. Most city guards have orders to arrest upon discovery, and raids are occasionally conducted with varying degrees of success. Having friends in the barracks makes for an easy escape. The Golds Gallow frowns upon dogmatic religion or cultish behavior, as these have conflicted with the organization’s business in the past, and always ended messily. Since the arrival of the Bones Marrow within Ol Andem, the Golds Gallow has been on extremely high alert, seeking information on them and any means of banishing this new competition. Their Loudwater sect has already gotten into a few bloody altercations with the Cleave, and rumors of a coming turf war instill worry in the local mercantile.
    Related Ranks & Titles

    The Granite Studium

    Shrouded in mystery, The Granite Studium is home to a secluded commune of Dwarves that almost never interact with the outside world. In the larger hills near the middle of the Backbone mountain range, there are small well-made chimneys of stone that protrude the exterior. On the side of one of the larger mountains, there is a stone door, it is almost completely camouflaged and seems to be almost naturally grown. Had it not been for rare sightings of the door opening or the black smoke seeping from the chimneys, it would be though abandoned.
    Type
    Underground / Vault
    Population
    Unkown

    The Hallowed Meadow

    The Hallowed Meadow are thought to be blessed by the divines themselves. A large moreland of emerald green tall grass, flowing like waves in an ocean in the wind. This wonder is the home to all sorts of flora and fauna. With each breath of wind these fields rustle with a sound comparable to that of a rattle snake.

    History

    The earliest records of The Hallowed Meadow are fairytales that mention druids and woodland hexens that created the astounding beauty to lure traveleres into their doom.
    Alternative Name(s)
    The Emerald Sea

    The Hillsted Drug Problem

    The party gets tasked with finding the Hilslted thieves that have been stealing the local water supply and realize the city is plaguesd with drugs brought by Ellanor from the caravan. They manage to stop the spread of the drugs.

    The Hollowstone Ridge

    Hollowstone Ridge is a mountain range in the western part of Reunian. It was formerly part of The United Stoutheart Authority, a dwarven empire that spanned and excavated most of the mountain range. The mountain range now stands abandoned and has done so for the last 2000 years. There are many treasure hunters and adventurers that venture into the abandoned dwarven cities to look for their long-forgotten gold, most never return. By the southern foot of the range spans the valley known as The Maidens Cleft, which inhabits several stone and frost giant clans that are in constant turmoil, this makes the more accessible entrance to the mountain range extremely dangerous. The Hollowstone Ridge gets its name from the porous rock that the mountains are made of. The mountains were rich with gold, iron, and copper, but these rare metals attracted large amounts of Rust monsters and Earth Eaters. These infestations were the downfall of the dwarves, as the larger veins suddenly dissolved, a lot of the structures that the dwarves made fell together and the rock became porous and fragile, the dwarves were forced to abandon several mountain cities and in the end, the whole place became unlivable. The Empire under the leadership of Muirin Stoutheart the Divider split his remaining populous into several smaller groups and sent them in different directions to find homes and start anew. These groups ended up settling in the Black Steel Hills, Ragstag Crag and Greenpeak Moutain
    Alternative Name(s)
    The Dwarven Demise
    Type
    Mountain Range

    The Language of Magic

    There are three main forms of magical languages. Primordial, used in the early formation of the world to bend elements, Sylvan which is the main language used by the Fae to casts charms and spellbinding and Draconic as a catch all language that controlls most other forms of magic. Modern spellcasters may focus on learning one language to its fullest extent, but many use a combination of the three to weave great magics. there are several minor languages like: Druidic, Old Dwarvish, Celestial, amongst others. A spellcasters language arsenal differ wideley and the same spell effects can be achieved by different language methods.

    The late adventures of Rock S. Fallson and Avery Bohdi Dyes - By Phony Bogus

    “We’ve been on the road for so long now,” Rock said to Avery as he wiped the sweat from his forehead. There was a small spell of silence before Avery sighed “I know. Who knew slaughtering the blacksmith for refusing to give us his wares for free would end in us being wanted for manslaughter?” Rock chuckled “Good thing we’re morally bankrupt and only truly care about ourselves and gold”. Avery smiled “Indeed, Rock, indeed.”   They had been traveling for seven days straight, only stopping to eat, shit, and sleep. There had been some close encounters with some road guards, but luckily Rock had a way with words, and even though what he said made no sense what so fucking ever, the guards believed him, for he was just so charismatic. When the moon was at its highest Avery and Rock decided to sleep.   Avery awoke to the sound of something rustling in the woods beside them. He kept calm because he always slept in his armor, even though it's painful and almost impossible. As his eyesight adjusted to the night light he managed to see a monstrous figure in the woods. Avery was calm and collected for he had read the Manuel De Monstre and knew that this creature was no threat to him even though it looked terrifying. Avery managed to kill the monsters without ever waking his friend because he knew Rock needed to get his spells back.   When Avery and Rock awoke the next day Rock noticed that Avery had stolen one of his health potions. Rocks' flaw is that he gets really angry when people steal his stuff, so Rock killed Avery throwing 10 years of friendship into the dirt because that is what his character would do… right?   The End

    The late adventures of Rock S. Fallson and Avery Bohdi Dyes is a short story by Phony Bogus. This is the known pen name of Braalin the Bard, a known adventurer that lived in the early 200 AAR. The story pokes fun at adventurer stereotypes and how they are perceived throughout the ages.

    The Lifeless Loche

    Is a large body of innland saltwater that bears no known life. It has been studied by several high ranking science officers and archmages, but none have managed to find the reasons for its toxic nature. Contrary to rumours and stories the water does not stand still at all times, and is in fact quite affected by wind and turbulent weather. It has become both a tourist attraction and a vehicle for commercial gain as the H-M-A gathers the water and ships it to the southern cities where people buy up every last drop due to rumours of magical properties. Small amounts are not deadly for humanoids and so its salty and strong oder has become used in foods. The water has been found by several notable arcane masters to contain no form for magic nor weavic residue.

    The Lord of Souls

    The Lord of Souls, also known as the CEO of the Astral Sea, The Arbitor, The Final Salesman or The Judge, is the force that guides aimless souls to their places in the afterlife. It is the biggest enigma in Theology and little is known about its reason or origins, but what is known is that no gods overrule The Lord of Souls. It is the final arbitor of souls. A claimed soul is guided by The Arbitor to either its predetermined destination or to the Hall of Auction. Should a soul be unfortunate enough to be paced in the Hall of Auction, their souls are bartered on by fragments of major and minor gods.
    Alignment
    Neutral
    Children
    Pronouns
    It/Its
    Sex
    Non
    Gender
    Non
    Belief/Deity
    Lord of Souls

    The Maidfair Woodlands

    The enourmous forest that encases the glistening expanse, houses the sanctuary of nature reborn and encloses the wood elf city of Amaren. The forest is considered extremely dangerous and few who enter survive its mystical landscape. Described as both beautiful and terrifying it is lush with plantlife, vibrant green brushes with leaves of golden emerald sparkles, water clear like the sky itself and large old treest thick and long like the titans of old.

    Localized Phenomena

    The Faewildian and magical nature of the forest causes it to inhabit otherwordly beings and pehnomena unlike those seen on the material plane. Scientists and researches at the Ire Galloway University think that there are rifts and or portals that blend with the feywild and its temporal surges and chaotic nature.
    Alternative Name(s)
    The Evergreen, The Emerald Forest (Di Aro Aldi - Elvish), The Deepening Forest.
    Type
    Forest

    The Maroon Goldtop: You can't fight owlbears with a scalpel and bonesaw

    Three Tailed individuals find themselves thrown together as they take on a job from the newly arrived Timothy Semmelwis. During their meeting with Timothy they are asked to wander into the forest surrounding The Maidwell Waters to find the fabled Maroon Goldtop flower, which may or may not exist.   After traversing the forest aroundt he Maidwell Waters, the party find a destroyed hunters lodge. After sniffing throught he debree they find some tracks leading further into the forest. After following it for a day they come across an Ettin guarding what appears to be the famed maroon goldtop flower.   After deciding to steal the flower, combat ensues leading to the near death of several members. In the end the Ettin fell and the goldtop was secured, the flower was then brought back to Eldsbygd and given to Timothy, and a reward was handed out.   Timothy then dissapeared from Eldsbygd.
    Related Session Reports

    The Military Academy of Betheriell

    Is the largest academy in Betheriell and the second largest academy on the Wild-FIre Isles behind The Brightfire University of Cialmader. From a young age dragonborn are taken from parents and are put in the academy for analysis and further exploration of potential. Those found worthy are put through 15 years of vigorous specialized training that suits their talents. Those who do not fit into the academy are sent into physical labour jobs and similair low skill work. Schooldays are 12 hours long and consist of physical and mental exercise as well as history, diplomacy, culture, politics, maths, social sciences, biology and many more. There are small breaks inbetween classes where dragonborn socialize. These are often used to discuss, debate and further education. Once finished with their specific course students are taken away from the academy and their social circles to become specialized parts of the military and similair positions. These include, infantry, cavalry, artillery, commanding, operative work, and much more.   The teachers are strict and any anti state talk will result in harsh punishment. Some students who repeatedly offend may be executed or just plain dissapear. There are strict parameters and any and all who are caught leaving are seen as desserters and are punished heavily. Commodities are rare within academy grounds and any and all contraband found are as with everything else, punished heavily.   Uniforms are simple and designed to strip students of identity. They are to be cogs the in the state machine.

    The Nihilisolis

    Beneath the fell of man, far below where dwarves and gnomes delve, there are many interconnected tunnels and caves that make up a large maze, a whole new world, an ecosystem so dense and complex it rivals that of the overworld. Deep gnomes, Drow, and Duregar all call this their homes. Interwoven political structures and everlasting war right beneath the feet of the material world.
    Alternative Name(s)
    The Underwolrd, The Underdark, The Evergloom, Shade Orbis or The Nocturnal Continuum

    The Orcish Empire

    The Orcish Empire is one of the largest collections of Orcish family houses. It spans from Argh undt Argh in the north to Umban Thak in the south. It expanded greatly during and after the Orcish conquest of Argyn of Godsbloods Draconic Empire.

       

    Empress Oshka, daughter of Morgul

      The Blood-Forged Empress, Strategist of the Orcish Empire   Empress Oshka is smaller than most would expect for the ruler of the vast orcish empire, standing at just over five and a half feet tall. What she lacks in physical size, she more than compensates for with the sharpness of her mind and her extraordinary tactical prowess. Her lithe, muscular frame speaks of agility and endurance rather than brute strength, her body honed by years of warfare and battlefield experience, where she earned her reputation as a brilliant commander. Every scar on her deep olive skin marks a victory—whether it was won by blade or cunning.   Her most striking feature is her eyes—piercing amber, constantly assessing the world around her, always calculating and considering several moves ahead. In council meetings or on the battlefield, Oshka’s gaze can silence a room, her intelligence and ruthlessness clear to all who meet her stare. She has a sharp, angular face, framed by tightly braided dark hair streaked with silver. She often wears her braids bound back from her face, practical and unadorned, though the subtle iron clasps woven into her hair are a nod to her warlike heritage.   Unlike many other orc leaders who favor grand, heavy armor, Oshka prefers sleek, light armor that allows her to move swiftly and adapt to ever-changing battlefield conditions. She often dons a simple, dark leather breastplate, reinforced with small, intricately placed metal plates—designed for both flexibility and protection. Her attire is always functional, favoring muted tones of grey and black, with no excess ornamentation to distract from her focus. The only piece of flair she allows is a cloak of raven feathers, a symbol of her keen intellect and a reminder of the battlefield victories she’s achieved through superior strategy rather than brute force.   Oshka is known for her ability to outthink her opponents, using the empire’s nomadic nature to her advantage, striking swiftly and disappearing just as quickly. Her strategies rely on precision, deception, and a deep understanding of both her enemies and her allies. She believes in utilizing every resource—whether it be terrain, weather, or the psychological state of her opponents—to secure victory. She often wins battles before they’ve even begun, outmaneuvering her foes long before swords clash.   Despite her smaller stature, her presence is commanding. Empress Oshka speaks with quiet confidence, her voice smooth and measured, though when the situation demands, she can unleash a chilling authority that cuts through even the fiercest of warriors. Her leadership is built not on intimidation, but on respect—her soldiers follow her not out of fear of her physical might, but because they know that in every battle, Oshka’s mind is their greatest weapon.  

    1. House Gerilda

      Sigil: A golden boar's head flanked by two spears. House Leader: Gerilda Ironfang (Matriarch, renowned tactician and political strategist) Notable Members:   Mog, son of Gerilda (Future heir, a shrewd diplomat)   Vraza, daughter of Gerilda (Chieftain of a nomadic tribe, known for her keen insight)   Political Traits:   Political Influence: House Gerilda is known for its diplomacy and ability to broker alliances between rival factions. Gerilda herself is a respected stateswoman who works closely with the Emperor to ensure the stability of the empire.   Ties to the Emperor: Trusted advisors to the Emperor, Gerilda's house is often called upon to mediate conflicts among the other houses.   Connections: They have strong alliances with House Korag, as both houses share a vision of a unified empire, though with different methods.   Rivalries: Often clash ideologically with House Thregga, whose more isolationist stance is seen as a threat to unity.  

    2. House Korag

      Sigil: A red flame intertwined with a rising sun. House Leader: Korag, son of Thurn (Patriarch, a charismatic and persuasive orator) Notable Members:   Sarga, daughter of Korag (Ambassador, skilled in negotiation)   Thurn, son of Korag (Military Commander, focuses on unifying the empire)   Political Traits:   Visionaries of Empire: House Korag advocates for centralizing the empire under the Emperor’s strong leadership. They see the empire's future in unity through a strict political hierarchy.   Supporters of Expansion: While not overly aggressive, Korag believes in expanding the empire’s influence through diplomacy and trade rather than warfare.   Alliances: Close allies with House Gerilda, as both favor a strong, united empire. Korag uses Gerilda’s diplomatic skills to reinforce their centralization plans.   Rivalries: Tense relations with House Bargha, who prefer a decentralized power structure and see Korag’s ambition as overreach.  

    3. House Thregga

      Sigil: A silver crescent moon above a forested hill. House Leader: Thregga, daughter of Urzag (Matriarch, a cautious and reserved elder) Notable Members:   Urzag, son of Thregga (Scholar, deeply invested in orcish history)   Mornak, son of Thregga (Druid, devout protector of the ancestral lands)   Political Traits:   Isolationists: House Thregga advocates for a more decentralized empire, allowing local chieftains to govern their own regions without heavy imperial oversight.   Traditionalists: They are deeply tied to ancient orcish traditions and believe the empire has strayed too far from its roots.   Alliances: Strong connections with House Drakmar, who share their conservative values regarding orcish autonomy and tradition.   Rivalries: Oppose the centralizing ambitions of Houses Korag and Gerilda, fearing that they will erode the orcish way of life.  

    4. House Drakmar

      Sigil: A black raven clutching a broken chain. House Leader: Drakmar, son of Ulgar (Patriarch, a fierce advocate for personal freedom) Notable Members:   Ulgar, son of Drakmar (Philosopher, known for advocating individualism)   Varra, daughter of Drakmar (Orator, leading debates in the imperial council)   Political Traits:   Libertarians of the Empire: House Drakmar is known for its desire to limit imperial control and promote personal freedom. They argue that each orcish tribe should have the autonomy to follow its own path.   Influence through Rhetoric: Rather than seeking military power, Drakmar wields influence through persuasive rhetoric, frequently leading public debates about the direction of the empire.   Alliances: Often partners with House Thregga, sharing a mutual belief in decentralization and preserving ancient traditions.   Rivalries: Clashes with House Mogar, who value strong centralized leadership and see Drakmar’s libertarian views as a destabilizing force.  

    5. House Mogar

      Sigil: A bronze sword crossed with a quill. House Leader: Mogar, son of Torak (Patriarch, strategist and political visionary) Notable Members:   Torak, son of Mogar (Advisor to the Emperor, promotes centralization)   Varka, daughter of Mogar (Imperial Scribe, influential in drafting policies)   Political Traits:   The Bureaucrats: Mogar is a house deeply entrenched in the bureaucracy of the empire, advocating for the establishment of a clear legal and administrative structure to support the Emperor’s rule.   Vision of Order: They believe the empire can only flourish through laws, codified traditions, and structured governance.   Alliances: Close relationship with House Korag, as both share the desire for a more organized and centralized empire.   Rivalries: Oppose Houses Drakmar and Thregga, seeing their push for autonomy as chaotic and counterproductive.  

    6. House Bargha

      Sigil: A golden tree split by a river. House Leader: Bargha, daughter of Rogra (Matriarch, a resourceful and pragmatic leader) Notable Members:   Rogra, son of Bargha (Master of Trade, responsible for negotiating with neighboring lands)   Karga, daughter of Bargha (Envoy, specializing in trade deals)   Political Traits:   Economic Power: House Bargha controls much of the empire’s trade and economic relations, focusing on expanding wealth through commerce and resource management.   Pragmatism Above Ideology: Bargha is less concerned with the internal power struggles of the empire and more focused on maintaining stability for the sake of trade.   Alliances: Bargha forms temporary alliances based on mutual economic benefit, often trading with both sides of political divides.   Rivalries: Tensions arise with House Korag, who believe in imperial expansion at the cost of neighboring territories, potentially disrupting trade routes.  

    7. House Turog

      Sigil: A hammer striking an anvil. House Leader: Turog, son of Hurgan (Patriarch, a master craftsman and industrialist) Notable Members:   Hurgan, son of Turog (Engineer, responsible for the empire’s great works)   Marga, daughter of Turog (Architect, builds fortresses and infrastructure)   Political Traits:   The Builders: Turog’s house focuses on the physical infrastructure of the empire, constructing fortresses, roads, and weapons of war. They believe the empire’s strength lies in its physical foundations.   Pragmatic, Technocratic Influence: They wield influence by ensuring the empire runs efficiently, relying less on combat prowess and more on their ability to create and maintain the empire's infrastructure.   Alliances: Often aligns with House Mogar, as both benefit from strong internal organization.   Rivalries: Friction with House Wildra, who prioritize nature and tradition over technological advancement and industry.  

    8. House Vorka

      Sigil: A crescent moon behind a rising wave. House Leader: Vorka, daughter of Thulka (Matriarch, naval commander and isolationist) Notable Members:   Thulka, son of Vorka (Sailmaster, leads trade fleets)   Zagha, daughter of Vorka (Fleet Captain, focuses on protecting orcish waters)   Political Traits:   Guardians of the Seas: Vorka’s influence is tied to control over the empire’s coastal regions and maritime trade, often favoring isolationist policies to maintain stability and protect their holdings.   Protectors, Not Expansionists: Unlike some other houses, they do not seek to expand the empire’s territory but rather consolidate its naval power.   Alliances: House Bargha values their naval strength for trade protection, fostering a strong economic relationship.   Rivalries: House Korag sees Vorka’s isolationist stance as limiting the empire’s potential for growth.  

    9. House Groma

      Sigil: A silver wolf stalking in the shadows. House Leader: Groma, son of Varak (Patriarch, a subtle yet powerful political manipulator) Notable Members:   Varak, son of Groma (Spy Master, controls an extensive network of informants)   Morgra, daughter of Groma (Mistress of Secrets, advisor to the Emperor)   Political Traits:   Masters of Intrigue: House Groma deals in espionage and manipulation, subtly influencing the politics of the empire without seeking direct control. They prefer to work behind the scenes to ensure their goals are met.   Strategic Over Combat: They avoid open conflict, opting for secretive maneuvering and alliances to gain the upper hand.   Alliances: Often makes covert deals with House Mogar, using their bureaucratic influence to gain control over specific policies.   Rivalries: Clashes with House Drakmar, who despises their secretive nature and lack of openness in politics.  

    10. House Wildra

      Sigil: A green oak tree entwined with vines. House Leader: Wildra, daughter of Korga (Matriarch, a spiritual leader and protector of nature) Notable Members:   Korga, son of Wildra (Druid, known for his environmental policies)   Mara, daughter of Wildra (Diplomat, focused on maintaining the balance between nature and empire)   Political Traits:   Environmental Stewards: Wildra’s house is deeply connected to the natural world and advocates for policies that protect the land. They believe the empire’s strength comes from maintaining harmony with nature.   Alliances with Nature: They prefer decentralized governance, arguing that orcs must remain connected to the land and the old ways.   Alliances: Works closely with House Thregga, as both are traditionalists who resist the empire’s increasing reliance on technology and expansion.   Rivalries: Strongly opposes House Turog, whose industrial focus is seen as harmful to the natural balance.   11. House Varak   Sigil: A black panther leaping through the night. House Leader: Varak, son of Grulk (Patriarch, a master of stealth and espionage) Notable Members:   Grulk, son of Varak (Assassin, operates within imperial politics)   Mira, daughter of Varak (Spy, known for uncovering plots against the Emperor)   Political Traits:   Espionage Specialists: House Varak deals in covert operations, providing intelligence to other houses or even the Emperor in exchange for favors or influence.   Stealth over Strength: They rarely engage in open conflict, preferring to influence politics through information and hidden threats.   Alliances: Often collaborates with House Groma, as both specialize in secretive political maneuvering.   Rivalries: Conflict with Houses like Redra who value open combat and honor over deception.

    The Parsing Snake

    In a temple laid deep in the Elfenbone spine. Far in the depths of where no man lives, and no creature dare to enter lives a snake. A snake formed into a helix of itself, ever twisting and ever knowing, infinite like the waters. It is said to tell truth from lies and lies from truth. Knowing exactly what lies at the inner cloister of man's heart. One woman, destined to gain knowledge of how to read man, took upon herself to scale the perilous mountains and face the parsing snake true to her heart. For the parsing snake kills anyone who does not speak true to their heart.   The woman scaled the mountains, fighting her way through frost and fire. The long road tore up her muscles and the thin air laid bare her lungs. Still, she battled through the pain and kept going. For to learn what lies in the inner circles of man she desired more than any other. Reaching the summit of the largest mountain, she saw a temple. Old and timeless like the first age. Inside were markings of old. Fine decorations of gold and emerald. Stories long forgotten, hidden in the runes that were carved into the stone. Once she had spent hours trying to decipher the stories, she plunged her sword into the ground and shouted. "I speak true, no words of lies are spoken. I have come here to find out what keeps man broken." She paced the room. "I summon thee, serpent."   Before her, the temple shook. A flash of bright light emanated from the middle of the room and a helix of scaled skin arose. "I greet you, great seeker. None have entered without lies. None before now." The serpent circled the woman, looking her in the eyes. "Tell me, why do you seek the truth of man?".   The woman sat down and sighed. "For I once loved. I once lost. And still to this day I cannot fathom what created our schism." The woman arose. "I dare wish to learn the secrets of man, so I can love once more."   The serpent turned away from the woman. "Man is, what man choses to become. The secret of man is that man has no secret. Only free will to express themselves through thought and action." The serpents eyes flashed green. "I am sorry, for my answers give no solace, but are true nonetheless."   The woman cried and descended the mountain. She had scaled the world and found the complexities of the world have no answers.

    The Passing

    The Passing is a large wall that stretches from the Stonegrave Bluffs to the Sapphire Shallows. It was originally built by Loudwater in conjunction with the Eastern Trade Amalgamation to protect from the lingering undead that haunts the Baltican Ruins. After the fall of The Baltican Empire, there was a lot of innocent dead rotting in the ground, coming back to life, and ravaging the northern countryside.   The Passing has become synonymous with corruption and greed as the guards stationed there are so far away from the capital that they implemented a sort of autocracy. Led by the military sergeant Eisenhorf Van Kindeman with fear and intimidation, there is seldom a stagnant populous. Most visitors come and pass, and seldom stay for long periods of time. Those that live there permanently are often outcasts and thieves, along with the soldiers and mercenaries that guard the wall. A lot of guards and soldiers bully and extort money from visitors and the local populous, some people believe it's on the behest of the Sergeant. Traveling through the passing requires correct papers and the good graces of the military. At random travellers are required to pay a tithe to the military, and denying can result in refusal of passing.

    Defences

    Along the walls are arrowslits, fire-cannons, and a large moat filled with electrified water. The wall itself is around 300 feet tall and 65 feet thick with heavy reinforced Durum plating on its weak spots.

    Industry & Trade

    There is an inner economy to The Passing, guards, and soldiers trade luxuries with those traveling by. Though The Passing itself doesn't produce anything, soldiers often raid and loot the ruins for coin and treasure, using this to get goods like food, clothes, and games from locals and travellers.
    Founding Date
    610 AAR
    Alternative Name(s)
    The Putrid Gates
    Type
    Military, Base
    Population
    450
    Location under

    The Rules of Acquisition. A Halflings guide to profit - Callum Sarek

    When you've travelled all over O'l Andem, especially if you're an established trader like myself, you learn more than you might want to know about clothing. Every province- even every city- has its own tastes, styles and unspoken rules. Since you've wisely chosen to purchase this book, you know fashion is more than just a pastime of the idle rich. Understanding which colors and styles mean what and who wears them can help you blend in, get better deals and even save your life.   First, the obvious: if you're traveling in Aridell during the tumultuous time of this writing, be careful what you wear! Only don the colors of one of the warring familied if you know for sure the status of your destination- towns and keeps change hands so frequently. Once when I was porting a cart of fine casks of Velvet Aimer from Loudwater to Alderfell Keep, knowing the Unburden forces there would appreciate, and pay well for, a good drink- but by the time I had arrived, they'd been driven out by the Blackash Amalgam. Already in view of the outpost, I knew I'd been spotted in my brilliant yellow tabard, so I made no move to flee when a band of Blackash soldiers began to approach. Luckily for me, my silver tongue and quick wit managed to convince them that I was indeed no Alderfell spy. They were in a festive mood when I told them that I would sell my wares to them for cheap and not tell my fake but wealthy Merchant Lord of Sleetsted that they had interfered with my travels. They drank my wine and let me leave with my life and a great lesson.   For those who dream of vivid sky filled riches but with little to no know how- I have comprised a few rules, that, if followed lightly, with keen mind will grant you whatever your heart desires.   The Rules of Acquisition   #1: It never hurts to suck up to the boss   Whenever you have the opportunity to gain the good graces of a person of high rank or order it never hurts to learn their likes and dislikes. Teach yourself to become whatever ideal they hold and show them that you and them, by happenstance, think alike. Connections and references like gold or platinum is a valuable commodity, that when used correctly improves profit.   #2: Never trust a man with a better suit than yourself   People who's clothing rivals or succeeds your own often come off as smart and trustworthy. Never trust them. Learn from their ways and when time allows for it make way for their failure. Healthy competition is an illusion created by those who followed this rule before you.   #3: Expand or die   Expansion of wealth is one thing, but expansion of future profit through investment is another. Future profit is always worth x times original investment based on the climate of the time when the original investment was made plus the rise of value of said investment. Invest 500 gold in a lumbermill and over the course of 10 years you will have made back double the original investment even accounting for non-foreseeable inflation.   #4: The riskier the road the greater the profit   This rule is false and if you immediately believed it just because it was written on paper you should seriously rethink your whole worldview. Risk is only worth it if it is safe. Never gamble with your last gold piece and always invest in easy safe outcomes. When you have excess wealth, you can start to take greater risks.   #5: Free advice is seldom cheap   When someone gives you free advice, don't trust it.   #6: Every humanoid has its price   Everyone is for sale for the correct price. Now, don't think for a second you can buy every soul in the verse for copper or gold. Some humanoids will care more about certain other valuables like: Knowledge, miscellaneous commodities, safety or favours.   #7: Never have sexual relations with the boss' sister   This one is personal. No need to ask for further explanations.   #8: Knowledge equals profit   Perk your ears. Hear all trust nothing. Every last detail might be someone's key to profit. Keep said knowledge tight to the chest until you find the right time to use it. Giving away knowledge about the knowledge you possess may lead to certain painful outcomes. Only play your royal flush when everyone's all inn.   #9: Peace is good for business   Traversing the material world in times of peace makes for happy merchants. Larger shipments and caravans might be exported for more profit. Invest in luxury commodities as in times of peace the rich flourish and the middle clash imitate the rich. There is nothing more rewarding than exporting jewellery, wine and silk to wealthy land barons and duchesses' when they've got nothing else on their mind than trying to outclass the other high class snobs. Remember rule 1.   #10: War is good for business   When the good times come to an end and the northern fat cat decides it is time to kill the southern stray dogs, your kind shines. Peace may be safe and fruitful, but true profit dances upon the windcast leaves of war. When war is brewing, be the first to pull out of luxury markets and invest in weapons and warfare. Being the first on the weapons market when war strikes is the easiest way to the top, especially if you invest in two different weapons markets that sell to both sides. The longer the war rages on the further your profit arise and supporting both sides, though risky is well worth it when your pockets sing with evergold.

    The Sacking of Hideskeld and The Seekers of Skhol

    Once the party managed to procure the ring from the Hobgoblin they set their sights on Hideskeld, a small mining town west of Greenpeak Mountain. Once they arrived a barren ghost town lay before them. Once they entered they were approached by dwarves carrying heavy crossbows. They explained their situation and the perill they were inn. A group of Hobgoblins, Bugbears and Goblins calling themselves The Seekers of Skhol had been raiding the town, stopping all froms of messengers sent towards Dwalinstad and killing the carrier birds. Aaliyah took the word and before the party could resist she had agreed to help the town. Amber Oaktwain the chieftan of Hideskeld suprised by the dragonborns friendliness gladly accepted and gave the party stay in the Hideskeld mines.

    The Salience Etherum

    These Wood-elf Archer of Chimeran are known to be patrolling the outer reaches of the Sanguine Water forest area protecting the Fulcrum Gems that allow the city to teleport to and from the material plane. Borderline impossible to spot when trying to hide among the trees and flora these warriors strike in small ambushes before vanishing into the ether eluding to their name. Using a combination of magic and archery they have been known to take out entire battalions before a feather could reach the ground. As quick as they came, they're gone. The nearby orcish settlements seldom try to enter the Elven woodland area in fear of encountering these silent killers. Stories and rumors run rampant among inhabitants of the nearby villages and settlements. The Salience Etherum does not care for race or purpose, only proximity, and will eliminate both foe and friend that does not carry the correct markings.

    Composition

    Equipment

    Equipped with ethereal bows that go right through armor and strikes the soul, not the body and feywild magic that allows them to become invisible. They are clad in camouflaged leather armor that helps them blend into their surroundings.
    Type
    Artillery

    The Sanguine Waters

    The Sanguine Water shines red with blood o the gods. Or at least so goes the myth.   "In the First Dawn, when the world was still raw and untamed, the gods walked freely through all things, sky, sea, and soul. Chief among them was the All-Father, radiant and just, who brought the first warmth to the heavens. Yet lurking in the depths of unformed void was the World Eater, a god of hunger and unraveling, who sought to consume not merely life, but the concept of existence itself.   Their clash shook the planes. Fire bled into air, stone into time, and skies fractured like brittle glass. The Laughing Rogue, god of tricks and freedom, stole the spear of eternity and used it to blind the World Eater’s third eye, giving the All-Father just enough opening to drive his radiant blade into the creature’s endless maw.   But the World Eater’s fall could not be stopped without cost. Clutched together, the All-Father and the World Eater plummeted through all the planes, shattering the Ethereal Sea, igniting the Celestial Vault, and starting the creation of the divine gate. They struck the Sanguine Waters, staining it forever with divine ichor, before finally vanishing into the Endless Abyss below the world, where the World Eater was chained in silence."   Scientist have now recognized that it is some sort of algea that colors the water, but the myth is waaaaay cooler so shut the fuck up Dr. Ichabod Juufstron.  
  • Written by Carlisle the Mythcarver
  • The Shadebringer

    This void black cape flows like smoke off the back of the wearer. It is cold to the touch and weighs next to nothing   While attuned to this cape whenever the wearer uses the hide action and is not in daylight/sunglight they become invisible. The invisibility functions as per described by the invisibility spell.   The character has a +1 to AC and saving throws when they are not in daylight/sunglight.   The wearer deals an extra 1d4 necrotic damage on melee or ranged weapon attacks made while invisible.
    Item type
    Magical

    The Sparkfire Earrings of Yondalla

    These bright crystal clear, almost translucent earrings are said to have been crafted by Yondalla herself in the first age of pure material manifestation of the weave. They roominate with peaceful creation and it is supposed to be illuminating to the wearer, and bestow upon them serenity. They were used by the Bareil to recieve divine guidance and to be serene in all matters both political and personal. They are one of the Kaien relics stolen from the Halfling People during the occupation.

    The Stone-Shores

    City of White Stone and Black Sails
    Population: 9,000 (majority dwarven, with a modest enclave of gnomes, humans, and halflings)  

    Overview:


      Perched against the crashing waves of the southern coast, The Stone-Shores is the ancestral home of the Stone-Shore Clan, the only known seafaring dwarves across the eastern continents. Hewn into pale white cliffs and reinforced with shimmering granite terraces, the city stands like a wall of white overlooking the black tide. Docks rise on great stone stilts, and wave-battered watchtowers serve as both lighthouse and cannon-spire.   Unlike other dwarves who prize the depth of the mountain, the Stone-Shore Clan seeks depth in the sea. They are artisans of ship-keels and iron-reef plating, sailing squat and brutal vessels powered by wind, oar, and steel wheel. Their warships have turned the tide in more than one naval siege, including the retaking of Reun during the Dragonborn War.  

    Culture & Values:

      Stone-Shore dwarves are defined by oath, tide, and keel.   Each child is given a ship name at birth and expected to serve at least one tide-year aboard a family vessel before settling.   Family lineages are carved into driftwood tablets and weathered hulls rather than stone tombs.   Superstition holds that if a dwarf dies inland, their soul will be lost unless their beard is washed in ocean water within a day.  

    Trade & Economy:

      Exports: Salt-hardened fish, coral-infused ceramics, compact ballistae, ship-grade bronze nails, wave-tempered rum.   Imports: Hardwood for masts, dwarven grain from inland clans, imported dyes and woven sailcloth.   Known for crafting “Stonewake hulls” uniquely reinforced ship hulls made from stone-laced timber and foam-resistant pitch.  

    Military & Navy:

      The Fleet of Twelve Keels is a naval unit sworn to defend the coast, composed of black-sailed warships with reinforced hulls.   Notable for pioneering coastal mortars and harpoon batteries.   While their numbers are few, their tactics are deeply coordinated and ruthless in ambush warfare.  

    Landmarks:

      The Brinehold Bastion: The cliff-carved fortress at the city’s highest point, seat of Clan leadership and coastal defence command.   Sailfather’s Chapel: A temple to Karamdrum, an old dwarven sea-spirit, where salt is used in all rites and shipwreck bells toll for the dead.   The Dockbone Market: Where everything from smoked crab claws to forged anchor-chains is sold. Haggling here is a formal ritual.  

    Leadership:

      Thrain Stonewake, High Keel of the Clan, is a saltbearded tactician with a tideworn axe and a voice like crashing surf.   Leadership is determined not by vote or bloodline alone, but through trials of navigation, naval strategy, and combat aboard the Maelstrom Gauntlet, a deadly chain of rocky islets used for training.

    The Thorn

    The Thorn is a group of hermit wood-elf druids that live in the Willowwood Forest. They are a sect of highly trained assassins that specialize in selling their craft to high paying clientele. They use their druidic and herbalistic knowledge to infiltrate and exterminate their targets. Though their hideout has never been found, possibly due to their expertise in high-level druidic magic, the city of Loudwater, Sleetsted and Tambre have tried to find and take them out, but to no avail. Their presence in larger cities have made every politician and businessman careful of the nearby rats and flies, and specialized bodyguards are being paid to kill nearby vermin and insects on the off chance they may be Thorn.

    By nature we come, by nature you leave

    The Thorn: Druid Archetype

    The Thorne is a circle of druids that try to keep the world equalized. The idea is that the world will sort itself out as long as humanoid interaction is kept to a minimum. Their assassins are almost impossible to spot and several important figures throughout history have met their end by the hands of the Thorn. They are rigid in their ways and believe that the world should strive for neutrality in all things. Evil and good are mere distractions from how things ought to be.
      A Thorn in Your Side: Starting at 2nd level you have honed your druidic power and can now create deadly poisons out of thin air. As an action you can expend a spell slot to summon a thorn in your hand and make an attack using your spell attack bonus. This attack deals 1d4 piercing damage and 2d6 poison damage at level one and scales by 2d6 per spell level. As an alternative you can expend a spell slot that creates a potent poison. This poison deals 2d6 poison damage at level one and scales by 2d6 per spell level. This poison must be digested by the target and the target must make a con save against your spell casting ability. On a success the target takes half damage.
      Unseen and Unheard: Starting at 6th level whilst in a natural enviorment like a forest or desert, you can use an action to immediatley become one with the plants around. Like a chameleon your skin changes color and texture and you may sprout flora depending on context. This gives you a plus 10 to stealth whilst moving and a plus 15 to stealth whilst standing still.
      Ward of the World: Starting at 10th level you can use your "A Thorn in Your Side" ability whilst in your wild shape form. This does not manifest as a thorn, but rather as an extention of the animal you have become. For example a bee's stinger, a birds beak, a cats claws, etc, these become coated in extremeley deadly venom or poison.
      Equalize, From Earth To Dust: Once a day whilst using your "A Thorn in Your Side" ability you can double the damage. You can do this after you hit, but before rolling damage. To keep the neutrality of the world some people have to die, and you have made sure you are the best person to do so.

    The Titans of the First Age

    Scattered about O'l Andem, are the long lost remnants of the once roaming titans. With exception of well preserved skeletons in colder and more barren climates most of these remnant are singular bones, craters or weapons. One of the more known locations of such a sight is within the maidens cleft where you can find several large rib bones poking out from the ground. Researches have estimated that these giants where the size of 300 to 400 feet tall. A whole skeleton was found in the backbone mountain range with a large 100 feet long steel sword imbedded in the mountain on which the skeleton rests. In the Hallowed Meadow there can be found the head of a large warhammer halfway buried. These sights are a hot spot for travellers and researchers alike and have been an inspiration to bardic tales across the ages.

    In Literature

    There are several well known tales that function as children's stories around O'l Andem. One of the more well known stories believed to be written by Braalin The Bard, tells the story of a wandering friendly titan named Alosa trying to find her way across the world, and her encounters along the way.    The stories that exist within literature tell widely different tales and describe the titans poles apart.

    The Toothgrinder

    A large badly made piece of wood in a semi club shape with over fifty different type of teeth embedded in it.

    Mechanics & Inner Workings

    Range 5ft. Damage: 1d6 piercing and 1d6 bludgeoning Effect: When you score a critical hit with this weapon the creature hit also takes 2d6 at the end of its next three turns as the teeth mangle the skin and muscle of the creature and gets logded in the wound.
    Item type
    Weapon, Melee
    Rarity
    This item is unique
    Weight
    15 lbs

    The Toymaker Rogue Archetype

    3rd level: Tools to boot: Starting at third level, you gain proficiency with tinkerers tools, woodcarving tools and alchemist supplies, choose one of these tools as your main tool, any checks with this tool gains expertise (this does not stack with any other features that would double proficiency)   3rd level: Turn that frown, upside down: You’re ability to combine magical essence with mechanical engineering is second to none. You have spent many a day perfecting several contraptions to the point of near faultlessness. Starting at third level you know how to create three types of Magical Contraption (chosen from the list below). As part of finishing a long rest you can create a number (equal to your proficiency modifier) of Contraptions from those you have learned, these contraptions have just enough magical potency to last until you finish another long rest. Your DC for these contraptions is your intelligence mod + proficiency + 8. At level 9 and 13 you learn how to create one more contraption.   Magical Contraptions   Sleeping Beauty: A small vial of three different liquids divided by a thin film. One part Brownshroom liquid, one part Crowbull urine and one part alchemist fire. When thrown unto the ground the three liquids are mixed creating a gas that instantly puts people to sleep.   As a bonus action you throw this contraption at a point within 20 feet creating a puff of dark purple smoke in a 10 foot radius circle. All creatures hit must make a constitution save against your DC. On a failed saving throw a creature is unconscious until the end of its next round. This item can be given to and used by an ally.   The Animatron: You have created a tiny and simple construct int eh shape of a humanoid from wood and gears with a small cyclopian lense on the head. You also have a small monocle that sits over your right eye.   As an action you can speak a small word of arcane power that gives life to this construct and connects it with the monocle. The construct is active for 10 minutes and can be controlled by you as long as you are within 120 feet. You can see through its lens, move it up to 20 feet each turn and can control it to do simple actions like “pull this lever” or “take this object”.   https://gyazo.com/5f63cea2c5c575333a158cdfc988dee0   Spikey: You have created a small steel container with an explosive powder and small steel spikes. It has two small legs and can be quickly programmed to walk a short distance.   As an action you utter a small phrase that explains to Spikey where to go. Once Spikey reaches the distance or after walking 60 feet he explodes in a 10 foot radius sphere and deals xd6 piercing damage (which scales with your sneak attack damage) on a failed dexterity saving throw or half as much on a success. Spikey cannot be thrown and cannot jump, it walks 30 feet per round and can walk up to 60 feet.   The whacky inflatable tube man: You have created a small sized target dummy of wood and steel that flails around with several whips attached to it.   As a bonus action you throw a cylinder up to 20 feet, it starts expanding forming wooden limbs. It counts as a friendly creature on the battlefield giving you the chance to sneak attack when an enemy is within a 5 feet of it. It lasts for 1 minute or until its destroyed. A target dummy has 1 hit point, cant move and has an AC of 10.   Smoke Bomb: A small tin can which when thrown creates smoke.   As a bonus action you can throw this tin can to up to 20 feet and create a 20 foot radius sphere of black smoke. The smoke obscures vision and anyone within are blinded for the duration of which they are within the sphere. The smoke can be blown away by strong winds such as the gust of wind spell. This item can be given to and be used by an ally   9th level: Quick Tinkering: You have become even more adept at creating your contraptions and can now create one when you finish a short rest. (you can only have a maximum of three contraptions at any given moment)   13th level: Mind of Matter: You finally cracked a very important arcane conundrum which you have been working on for ages. You have created one of the following permanent contraptions   The Goggles: A large pair of spectacles with several lenses and glyphs. Whilst wearing these you gain darkvision 60 feet or 120 feet if you already have it. You can zoom as if using a spy glass giving you advantage on perception and investigation checks. If you have sunlight sensitivity you have created a comfortable lens that dims the light for you, any disadvantage from sunlight sensitivity is negated. The lenses also pierce fog and smoke making it possible to see up to 10 feet around you when inside a smoke or fog cloud. One of the lenses project a small light that shines dim light for 10 feet in a cone.   The Companion: A life sized wood, gear and steel animal companion, fully functioning with the stats of the living counterpart. Only difference is that it is a construct and can therefor not be affected by charms or fears and has immunity to poison damage and psychic damage. The companion chosen must be of CR ½. The companion acts on your turn, either before or after you.   The Hook: You have managed to make a small hand attachment that shoots out and retracts a grappling hook. This hook can bury into materials like stone or wood, but not steel. As a bonus action you can shoot the grappling hook up to 20 feet and decide to retract it pulling you to the point you chose. If you shoot it straight up into the roof you can use it to dangle from said point, the hook can support your weight for up to 1 minute before it lets go. Depending on the status of the target material it might let go sooner. For example if the surface is made of rotten wood, it might last a round or immediately give away. You can also use it on an creature within 20 feet. You and the target must make opposing athletics checks to see who gets dragged to who. If you win the creature is dragged towards you, if you lose you get dragged towards it. If the creature is large or larger it automatically wins the opposed athletics check.   Level 17th: Eureka!: This is it. The big finish. No engineer has ever done anything similar to this. You have outpaced your peers intellectually. Long will the artificing community remember your name and your creations will write your legacy in the very core of the world. Starting at 17th level you have managed to fuse your armor with a pair of retracting wings made of gears, wood, steel and some type of leather. As a bonus action you can activate the wings. Small arcane symbols glisten along the gears as they carry you in the air. You gain a flying speed of 60 feet that lasts for a minute. You can use this once as the runes need a long rest to recharge. Also as a reaction when falling you can pull down two small finely created wooden sticks that manually control the wings. This lets you glide horizontally for up to 60 feet per round and you drop vertically from 30 to 60 feet each round. You have to chose a number of feet between 30 and 60 each round.
    The Toymaker comes from many a different paths, often starting out as engineers, tinkerers or toymakers. When such ingenuity turns grim you find the once cheerful contraptions they made turn dark and deadly.   “I was wandering the streets of Reun when i saw a small walking wooden horse on the sidewalk. Intrigued with the absurdity of it i approached the small toy to see if it had any markings or names on it. Such a wonderful toy could only be made by the most talented of tinkerers and i had been looking for someone with the skill to create a custom toy for my daughter. Once i came close to the toy its mouth opened releasing a small grey cloud…. I woke up dazed and confused, with no money, no clothes, and no horse. Beware the engineer.” - Melsing Kimmal

    The Umbral Front

    The Umbral Front is an independent guild of professionals, scholars, artificers, and bounty hunters who specialize in investigating and neutralizing supernatural, arcane, or otherworldly threats. Whether it’s cleansing a cursed mine, closing a rift to the Elemental Plane of Fire, or banishing an unspeakable otherworldly horror back to its void, the Front is the name townsfolk whisper in their prayers and nobles etch into their emergency ledgers. They are seen with both awe and suspicion equal parts ghosthunter, mercenary, and occultist.   Just outside of Tambre, near The Veiled Twins mountains, halfway hidden in the Gloamwood forest lies a fortification. A repurposed castle, formerly belonging to the noble house of Erdifestrus, now fits home for the Umbral Front. With its lavish size and impenetrable walls it is both safehouse living space and headquarter for those with the skills and want to hunt the monstrosities that plague the world. Lead by the ever illustrious Arri Fetch, an enigmatic but charismatic, and sometimes overly dramatic Tabaxi, the group never runs out of contracts.

    Structure

    There are several perks to being in the Front, especially if you manage to work yourself up in the internal ranking system. Contracts are rated from 1-5 where 1 is the easiest and 5 is the hardest. Earning points gives members titles when they reach certain thresholds and when certain titles are made, you gain fame, fortune, and access to more of the guilds vast catalogue of items, information and contacts.   0-30 points - Field Crops - Umbralings and Wightblades
      31-50 points - Arcanum Corps - Ashmarked and Lanterns
      51-75 points - Warden Corps - Gravecallers, Sigilmarshals and Warden Generals
      76 and above - Hand of the Front - Obsidian Watcher and Umbral Guildmaster   Umbralings are new initiates who does not have access to special weapons, items or relics. They are the lowest of the low. Can only gain points from field operation if their Lantern superiors vouches for them.   Wightblades are basic operatives that follow orders and can gain access to things by command of a Lantern Can only gain points from field operation if their Lantern superiors vouches for them.   Ashmarked are often working under a Lantern and are often put as second in command.   Lanterns function as field sergeants. They take control over a given group at the behest of Gravecallers   Gravecallers control regiments of 3-5 groups at once and work with Sigilmarshals and Warden Generals to send groups to fulfil contracts.   There are 4 Sigilmarshals and 4 Warden Generals that control regions and handle battle tactics, training, signs off on specialized weapons, relics or items. They work in tandem, with each other to oversee the 4 continents.   There are 4 Obsidian Watchers and 1 Umbral Guildmaster. The Obsidian Watchers are chosen Sigilmarshals or Warden Generals that get to vote in a new Umbral Guildmaster. The Umbral Guildmaster has final say on anything within the guild, but can be vetoed if all 4 Obsidian Watchers object to a proposal.

    Culture

    The Front is known for its no nonesense attitude and professionalism. The Front wants to be trusted and to be a force for betterment... at a price of course.

    It's never too weird. It's never too out there. We live in a world where the undead come back and refuse to pay taxes, so just accept the unacceptable and get to work.

    Type
    Guild, Professional
    Alternative Names
    Arcanists

    The Warden /Deni

    The Warden is Naveds mysterious patron. Who are they?! What do they want?!

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    The White Dragon

    A white dragon that searches the sky for any sign of Aaliyah

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    Tim the Illusionist

    Tim was an illusion wizard known for creating spells such as Tims Ventriloquism and Tims Tiny Theater. There are legends that say he made The Deck of Illusion and Illusion Orbs. Tims's story is that of tragedy; He was cast out of the Arcanum Seminary for his obsession with splitting himself. Angry and hurt he vanished into the Stonegrave bluffs never to be seen again. Rumors tell of a large ivory tower within the Stonegrave bluffs where Tim still resides.
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    Timothy Semmelweis

    Research and doctor hailing from the Galloway University. Male Gnome clad in white doctors attire with a pair of large spectacles and a large doctors bag. Accompanied by his pet Ooze James.

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    Torcoll of Clan Airgid

    A Dwarf from Dwalinstad with a knack for finding the conspiracies that are actually real.

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    Traders Tongue

    Trade tongue is a sign and single vocal language used to communicate simple ideas between merchants and traders of all cultures despite their lack of a shared spoken language. Though it has no written form, it does feature an easy system of numbers and digits that allows for the recording of transactions. Anyone who can use traders tongue can negotiate prizes and quantity without ever having heard the other merchants' language.

    Triandra Kálfdor

    Ulitzh

    An Ulitzh is one of twelve Omakkan priests that govern the theocracy of Omakka. They are beholden to the Bareil  but have jurisdiction within their own districts and communes. They are to be clad in simple garments and are to exude an aura of peace and unity.

    Qualifications

    Needs to be a trained theologian through the Omakken church and be anointed Heir to the former Ulitzh before said Ulitzh dies or becomes Bareil.

    Duties

    Ulitzh governs districts and communes within a larger area. They oversee the ebb and flow of the land and controls the zeitgeist within said area. All legal matters, development, and distribution of resources go through the Ulitzh

    Benefits

    Political and spiritual

    Grounds for Removal/Dismissal

    Can be dismissed on the behest of the Bareil for any reason.
    Type
    Religious, Clerical
    Alternative Naming
    Priest of Yondalla
    Length of Term
    Until death or resignation
    Reports directly to
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    Umban Thak

    Southern Seat of the Empress and Cultural Heart of the Empire  

    Overview:


      Umban Thak is less a city and more a sprawling mobile capital. Large tents, wooden palisades, leather domes, and temporary stilted buildings cover the river-split plains in a rotating sprawl. When one part is worn or defiled, the Empress orders relocation. This nomadic city moves across the open south like a breathing beast.  

    Government & Politics:


      The Empress governs from a great elevated structure known as the Canopy of Horns, where tribal banners are hung like ancestral skins. Her court is both bureaucratic and volatile, houses bring disputes, proposals, or challenges directly to her. While she has final say in all matters, tradition permits formal public challenge via the Rite of Teeth and Law.
    The Empress is guarded by the Va'gruth, an elite band of duel-tested orcs from every major house, sworn not to family but to the Karth’pa itself.  

    Trade & Exports:

      Wool and leather from sheep and goats   Dried river fish and salt meats   Hornwork and bonecraft jewelry   Chanted scriptcloths, ceremonial and historical tapestries   Breeding stock of war-trained wolves and mountain goats  

    Cultural Features & Landmarks:

      The Canopy of Horns: The Empress’ raised throne pavilion adorned with stacked Chi’Lu blades from fallen family heads.   The Bloodfall Trail: A seasonal dueling field beside the river. When blood spills on this trail, the river turns faintly red—a sign the gods are watching.   The Singing Bones: A forest glade turned bone-yard for the honored dead, where wind instruments made of bone play haunting in the winds.  

    Religious/Cultural Practices:

      Bloodbinding ceremonies between houses happen outside, never indoors.   Elders are burned upon great rafts, set aflame by their descendants, unless they died dishonorably. Then they are left to the vultures.
    Population
    110 000

    Vén Gearsworth

    Way of the Ether Monk Subclass

    Prerequisit: Must be Etherborn (Race)   'Pneumatic Strike Starting at 3rd level every attack made with your flurry of blows feature deal force damage instead of bludgeoning and deal an extra 1d4 force damage as your fists pass through to the ethereal realm and strikes the targets energy.   Binary Existence Starting at 6th level you gain the ability shift in and out from the realms. As a bonus action you can spend 1 ki point to teleport 30 feet as you dash through the ethereal plane.   Aerial Burst Starting at 11th level you can as an action spend 3 ki points to leap 5 feet into the air unleashing a flurry of lashes with ethereal tendrils. You can make a single attack against all creatures within 30 feet of you. Each attack you make deals your martial arts die + strength or dexterity force damage and ignores resistance.   Abolish The Soul Starting at 17th level you can spend your action and 4 ki points to enter the ethereal plane and touch a creatures soul. You and the creature must make a contested wisdom check. you add your proficiency to this roll. The loser takes 12d10 force damage, if this kills the creature its soul is destroyed and it can never be brought back except for a wish spell.

    Way of the Four Elements Monk Subclass

    Elemental Form Starting at 3rd level you can channel your KI energy into the pure elemental force. When using your Flurry of Blows, Patient Defence, or Step of the Wind abilities you gain additional benefits by manipulating the elements.   Flurry of blows: Your attacks with the flurry of blows ability gain your proficiency bonus as additional fire damage; as your weapon or fists become surrounded with fire that bursts unto the creature you hit.   Patient Defence: When using the Patient defense ability, your dodge action also surrounds your body in a thin layer of stone. All nonmagical bludgeoning, piercing, and slashing damage is reduced by a number equal to your proficiency bonus. This bonus lasts for as long as the dodge action does   Step of the Wind: When using the Step of the Wind ability you put drifts of air beneath your feet and difficult terrain no longer costs extra movement speed until the end of the turn.   Perma Frost Starting at 6th level whenever you use your stunning strike ability your hands become encased in elemental frost and any creature that fails the saving throw is not only stunned for a round but has their speed halved for 1 minute. A creature can repeat the saving throw at the end of each turn to end the effect early.   Elemental Expertise Starting at 11th level you gain the ability to perform several elemental feats of mastery.   Dispersful Gale: You can spend 2 ki points to perform a waving motion with your hands that summons a domed wind current around you that spans a radius of 15 feet, the current follows you wherever you go. Any ranged attacks that pass the dome are made with disadvantage, any gas, fumes, or fire within the dome disperse and the area is considered rough terrain for creatures other than you. This action requires concentration. You can’t use this underwater.   Water Jet: When you take the attack action you can forgo one attack and spend 3 ki points to use a water source within 60 feet of you to strike a target within 30 feet of the source. The target must make a Strength saving throw, on a failed save the target takes 4d8 bludgeoning damage and is pushed back 20 feet.   Rock Solid: When an ally within 30 feet of you gets attacked you can use your reaction and spend 2 ki points to slam the ground, a small slab of stone pushes up from the ground between the attacker and ally causing the ally to gain three quarters cover from all attacks received from that direction until the start of said allies turn   Self Immolation: You can use your action and spend 5 ki points to explode the very air around you into flame. All creatures within a 20-foot radius must make a dexterity save or take 8d6 fire damage. All flammable objects not worn by a creature in the area are ignited.   Investiture of the Elements Starting at 17th level you gain the ability to unleash unprecedented elemental power. As an action, you can take on the ultimate form of elemental energy that lasts for up to 1 minute unless you use an action to end it. Once you use this feature you can’t do so until you finish a long rest.   -Your body becomes covered in hardy metals and rock, you gain resistance to all damage except for psychic   -A spinning current of water surrounds you. You can breathe and move underwater normally and can move on top of the water as if it was solid.   -Spinning currents of air, lift you up in bursts of movement. You can fly up to your movement speed each round and gain the effects of feather falling when ending your turn in the air. If you end your turn mid-air you fall towards the ground.   -Streaks of red hot fire spins around you. Your attacks gain a range of 30 feet, deal fire damage, and you illuminate the area around you, 30 feet of bright light, and 30 feet of dim light. All attacks made in this form gain the Elemental Form buff for Flurry of Blows.

    Weavic Resin

    Weavic resin is a pure white powder that is created when the weave crashes in on itself. This effect can occur when two powerful wizards pull the weave towards itself through powerful spellcraft (This is extremely dangerous and can create random effects of a deadly nature) or when the weave naturally is pulled in on itself due to planar rifts. The resin is highly-priced and illegal for the common man, and just attempting to get your hands on it can lend you a lifetime in whatever prison system exists in the region you get caught.   The Resin's high value comes from its plethora of uses and highly dangerous and rare creation. Resin is used in military arcane weaponry and is continually the reason for advancements in the field of magical weapons of mass destruction. The resin can also be used as a replacement for any material components needed in spellcasting and is not consumed when used, but is rather slowly burned into white-hot sand when used enough. It is also highly sought after for its ritualistic uses.   Many wizards have tried to make weavic resin refineries over the years but they have all ended the same way. Large white lights in the distance following earthquakes and destruction. Therefore the creation of it is illegal in most regions.

    Properties

    Material Characteristics

    The resin is so dangerous and acidic it will burn through almost any material but Blackened Dragon Crystal and Durum. In contact with flammable material, the material will burst into flame instantly. In contact with the human body, it will melt both skin, flesh, and bone.
    Type
    Metaphysical
    Odor
    Strong, burning
    Taste
    Acidic, sour, burning
    Color
    Pure White

    Weight Exchange

    Weight Exchange 4th level Tethergy spell   Casting Time: 1 action Range: 60 feet Components: V.S.M Duration: 1 minute (Concentration)   Description   You switch the Pneumatic relation of two objects and shift their weight unto each other. Choose two objects that weigh no more than 500 lbs, you then transfer the weight of one object to another. you can target a large boulder and the medallion of an enemy soldier, the medallion will gain the 500 lbs weight of the object and grapple the soldier to the ground and the boulder will weigh the same as the medallion.

    Weridia

    Classification: Marshland City-State Population: ~20,000 Region: North Western Aridell Wetlands, edge of the Perished Marshes Governance: Triumvirate of Salt-Elders, advised by the Bone-Bound Synod and guild consortiums Primary Exports: Marsh-salt, processed bogwood, pickled leechroot, alchemical fungi, corpseglass jewelry, swampsteel (rare) Known For:   Sophisticated undead containment methods   Spiraling stilt-homes stacked five stories high   The Processional of Hollow Faces, an annual festival commemorating the Marsh War dead   The Bone-Bound Order, now a state-sanctioned force with investigative and exorcistic jurisdiction   Overview:   Weridia stands tall, literally, on pylons and stone causeways above the sunken wreckage of earlier settlements. Built layer upon layer, the city seems to grow upward rather than outward, a necessary adaptation to the shifting, undead-haunted wetlands that still digest the land below.   Though once considered backwater, Weridia has grown into a strategic alchemical and spiritual center, a place where exorcists, marsh witches, and fungus barons walk side by side. Magic is not feared here, it’s measured, fermented, and taxed.   The city's wealth is preserved in saltstone vaults, while its poor cluster in outer reed camps, where the fog never lifts and the shrines are always full. Districts & Landmarks:   The Redvault – Upper-class district built into a ring of red marshstone towers. Home to guildmasters, salt merchants, and the Salt-Elders.   Weeper's Reach – Slum district half-sunk in the marsh itself. Full of leech-pickers and bone-harvesters.   The Bone Bastion – Headquarters of the Bone-Bound Order. Features open-air crematoriums, ossuaries, and deep marsh patrol halls.   The Salt Glass Market – Semi-permanent market of glaziers, picklers, and poison brewers.   The Cradle Canal – Main artery of trade; connects Weridia to distant towns via poleboat convoys and salt-skiff barges.   Cultural Details:   Spirits are believed to rise in mist, so all city bells are tuned to vibrate in the fog, to appease or warn them.   The “Drowned Tongue” is a local cant that mixes Common, Draconic, and Old Sailors cant. Spoken by dockhands, witches, and smugglers alike.   Marriage is often marked by a shared swamp tattoo etched with crushed bone-charcoal.   Salt-child adoption (rescuing children born in marsh villages) is common, creating complex family webs that span class boundaries.

    Demographics

    Humans, Orcs, Dwarves and the odd Gnome.

    Government

    A three way structure between the Bone Bound Militia, The Salt-Elders (A name for the people who are in charge of the Marsh Salt Extraction), and a collection of Business and Guild overheads.
    “What won’t grow here will still rot.”
    Alternative Name(s)
    The City on Stilts
    Population
    20 000
    Inhabitant Demonym
    Weridians

    Whats in the box?

    A party of highly trusted members from the allied cities have banded together to transport a highly valuable item from Reun to Loudwater. The Evit canal is blocked and several of the main land routes are overtaken and crawling with Dragonborn controls. The team is small as to not draw attention, and the route is long and dangerous.
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    Where the Gnome go?

    Wild-Fire Isle

    Is the homestead of the Dragonborn and contains the two dominant dragonborn cities Betheriel and Cialmader. These cities are some of the earliest cities ever created according to kept history. The landscape of Wild-fire Isle is a barren wasteland with toxic non nutritious soil and volcanic features. This is due to the large amount of dragon lairs in and around the Isle. The Isle is seldom visited by other races due to Dragonborn History and their widely different ideology. There are smaller islands outside of the mainland which are uninhabitet by humanoids and mostly contain dragons and other wildlife.

    Fauna & Flora

    There is little to no Flora or Fauna on The Isle due to its toxic and dragon influenced nature.
    Alternative Name(s)
    The Badlands
    Type
    Badlands

    Ylga

    Female fighter that won the arena fight at Teethering Bull

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    Zinata

    Zinata, my Zinata